From 556d7075535421eca95c5e900bf96dcc3e3543ea Mon Sep 17 00:00:00 2001 From: HyperspaceMadness Date: Thu, 22 Dec 2022 00:16:29 -0500 Subject: [PATCH] Mega Bezel V1.7.0_2022-12-21 --- .../MBZ__0__SMOOTH-ADV-GLASS__EASYMODE.slangp | 35 +- .../MBZ__0__SMOOTH-ADV-GLASS__GDV-MINI.slangp | 37 ++- .../MBZ__0__SMOOTH-ADV-GLASS__GDV-NTSC.slangp | 38 ++- .../MBZ__0__SMOOTH-ADV-GLASS__GDV.slangp | 36 ++- .../MBZ__0__SMOOTH-ADV-GLASS__LCD-GRID.slangp | 24 +- ..._0__SMOOTH-ADV-GLASS__MEGATRON-NTSC.slangp | 77 +++-- .../MBZ__0__SMOOTH-ADV-GLASS__MEGATRON.slangp | 77 +++-- ..._0__SMOOTH-ADV-NO-REFLECT__GDV-NTSC.slangp | 32 +- .../MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV.slangp | 32 +- ...MOOTH-ADV-NO-REFLECT__MEGATRON-NTSC.slangp | 61 ++-- ..._0__SMOOTH-ADV-NO-REFLECT__MEGATRON.slangp | 61 ++-- ...0__SMOOTH-ADV-SCREEN-ONLY__GDV-NTSC.slangp | 39 ++- ...MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV.slangp | 39 ++- ...OOTH-ADV-SCREEN-ONLY__MEGATRON-NTSC.slangp | 66 ++-- ...0__SMOOTH-ADV-SCREEN-ONLY__MEGATRON.slangp | 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.../shaders/crt-sony-megatron-sdr.slangp | 30 ++ ...t-sony-megatron-aeg-CTV-4800-VT-hdr.slangp | 33 ++ ...t-sony-megatron-aeg-CTV-4800-VT-sdr.slangp | 32 ++ ...ny-megatron-bang-olufsen-mx8000-hdr.slangp | 18 ++ ...ny-megatron-bang-olufsen-mx8000-sdr.slangp | 18 ++ .../STD/crt-sony-megatron-default-hdr.slangp | 24 ++ .../STD/crt-sony-megatron-default-sdr.slangp | 24 ++ .../STD/crt-sony-megatron-gba-gbi-hdr.slangp | 3 + .../STD/crt-sony-megatron-gba-gbi-sdr.slangp | 3 + ...megatron-jvc-d-series-AV-36D501-hdr.slangp | 22 ++ ...megatron-jvc-d-series-AV-36D501-sdr.slangp | 21 ++ ...ron-jvc-professional-TM-H1950CG-hdr.slangp | 23 ++ ...ron-jvc-professional-TM-H1950CG-sdr.slangp | 22 ++ ...-sony-megatron-sammy-atomiswave-hdr.slangp | 24 ++ ...-sony-megatron-sammy-atomiswave-sdr.slangp | 24 ++ ...ny-megatron-sega-virtua-fighter-hdr.slangp | 25 ++ ...ny-megatron-sega-virtua-fighter-sdr.slangp | 24 ++ ...crt-sony-megatron-sony-pvm-1910-hdr.slangp | 25 ++ ...crt-sony-megatron-sony-pvm-1910-sdr.slangp | 24 ++ ...crt-sony-megatron-sony-pvm-20L4-hdr.slangp | 24 ++ ...crt-sony-megatron-sony-pvm-20L4-sdr.slangp | 23 ++ ...crt-sony-megatron-sony-pvm-2730-hdr.slangp | 23 ++ ...crt-sony-megatron-sony-pvm-2730-sdr.slangp | 22 ++ ...ny-megatron-toshiba-microfilter-hdr.slangp | 3 + ...ny-megatron-toshiba-microfilter-sdr.slangp | 3 + ...t-sony-megatron-viewsonic-A90f+-hdr.slangp | 19 ++ ...t-sony-megatron-viewsonic-A90f+-sdr.slangp | 19 ++ .../STD/shaders/crt-sony-megatron-hdr.slangp | 30 ++ .../shaders/crt-sony-megatron-ntsc-hdr.slangp | 30 ++ .../shaders/crt-sony-megatron-ntsc-sdr.slangp | 30 ++ .../STD/shaders/crt-sony-megatron-sdr.slangp | 30 ++ .../Megatron/_params/megatron-base.params | 3 + .../Megatron/_params/megatron-hdr.params | 4 + .../Megatron/_params/megatron-sdr.params | 4 + .../N64__SMOOTH-ADV__DREZ-480p.slangp | 3 +- .../Presets/Variations/N64__STD.slangp | 1 - .../Variations/NoScanlines__ADV.slangp | 12 + .../Variations/Reflect-Only__ADV.slangp | 42 +-- .../Variations/Reflect-Only__STD.slangp | 42 +-- .../Default/_0__SMOOTH__1__Antialias.slangp | 4 + .../_0__SMOOTH__1__Antialias__NTSC.slangp | 5 + .../Default/_0__SMOOTH__2__Default.slangp | 3 + .../_0__SMOOTH__2__Default__NTSC.slangp | 3 + .../_0__SMOOTH__3__Extra-Smooth.slangp | 5 + .../_0__SMOOTH__3__Extra-Smooth__NTSC.slangp | 5 + .../_0__SMOOTH__4__Super-Smooth.slangp | 5 + .../_0__SMOOTH__4__Super-Smooth__NTSC.slangp | 5 + .../_2__ADV-SCREEN-ONLY-SUPER-XBR.slangp | 2 + ..._2__ADV-SCREEN-ONLY-SUPER-XBR__NTSC.slangp | 2 + .../Default/_2__ADV-SCREEN-ONLY.slangp | 2 + .../Default/_2__ADV-SCREEN-ONLY__NTSC.slangp | 2 + .../_4__STD-SCREEN-ONLY-SUPER-XBR.slangp | 2 + ..._4__STD-SCREEN-ONLY-SUPER-XBR__NTSC.slangp | 2 + .../Default/_4__STD-SCREEN-ONLY.slangp | 2 + .../Default/_4__STD-SCREEN-ONLY__NTSC.slangp | 2 + .../Default/_5__POTATO-SUPER-XBR.slangp | 2 + .../Default/_5__POTATO-SUPER-XBR__NTSC.slangp | 2 + .../Screen-Only/Default/_5__POTATO.slangp | 2 + .../Default/_5__POTATO__NTSC.slangp | 2 + .../_0__SMOOTH__1__Antialias.slangp | 6 + .../_0__SMOOTH__1__Antialias__NTSC.slangp | 8 + .../_0__SMOOTH__2__Default.slangp | 4 + .../_0__SMOOTH__2__Default__NTSC.slangp | 4 + .../_0__SMOOTH__3__Extra-Smooth.slangp | 6 + .../_0__SMOOTH__3__Extra-Smooth__NTSC.slangp | 6 + .../_0__SMOOTH__4__Super-Smooth.slangp | 6 + .../_0__SMOOTH__4__Super-Smooth__NTSC.slangp | 6 + .../_2__ADV-SCREEN-ONLY-SUPER-XBR.slangp | 3 + ..._2__ADV-SCREEN-ONLY-SUPER-XBR__NTSC.slangp | 3 + .../Max-Int-Scale/_2__ADV-SCREEN-ONLY.slangp | 3 + .../_2__ADV-SCREEN-ONLY__NTSC.slangp | 3 + .../_4__STD-SCREEN-ONLY-SUPER-XBR.slangp | 3 + ..._4__STD-SCREEN-ONLY-SUPER-XBR__NTSC.slangp | 3 + .../Max-Int-Scale/_4__STD-SCREEN-ONLY.slangp | 3 + .../_4__STD-SCREEN-ONLY__NTSC.slangp | 3 + .../Max-Int-Scale/_5__POTATO-SUPER-XBR.slangp | 3 + .../_5__POTATO-SUPER-XBR__NTSC.slangp | 3 + .../Max-Int-Scale/_5__POTATO.slangp | 3 + .../Max-Int-Scale/_5__POTATO__NTSC.slangp | 3 + .../Variations/SharpPixels__STD.slangp | 10 +- .../Smoothed/ADV_1_No-Smoothing.slangp | 7 + .../Smoothed/SMOOTH-ADV_1_Antialias.slangp | 8 + .../Smoothed/SMOOTH-ADV_2_Default.slangp | 6 + .../Smoothed/SMOOTH-ADV_3_Extra-Smooth.slangp | 8 + .../Smoothed/SMOOTH-ADV_4_Super-Smooth.slangp | 8 + ...TH-ADV_5_Super-Smooth-Big-Scanlines.slangp | 8 + .../Smoothed_Antialias__SMOOTH-ADV.slangp | 19 -- .../Smoothed_Horz_Vert__SMOOTH-ADV.slangp | 23 -- .../Variations/Tube-Effects__Day__ADV.slangp | 21 +- .../Tube-Effects__Night__ADV.slangp | 6 +- .../Variations/Vector-Vertical__STD.slangp | 3 - ...ctor-BW-HighResMode-Horizontal__STD.slangp | 6 + ...Vector-BW-HighResMode-Vertical__STD.slangp | 7 + ...r-Color-HighResMode-Horizontal__STD.slangp | 6 + ...tor-Color-HighResMode-Vertical__STD.slangp | 7 + bezel/Mega_Bezel/README.md | 139 ++++---- .../docs/set-all-textures-empty.params | 24 -- .../base/set-all-textures-empty.params | 24 ++ .../crt/vector-bw-high-res-mode-gdv.params | 4 + .../vector-color-high-res-mode-gdv.params} | 36 +-- .../param_values/light/basic__night.params | 1 + .../param_values/reflect/reflect-only.params | 38 +++ .../param_values/scale/max-int-scale.params | 13 + .../scene/mega-bezel-duimon-scene.params | 6 + .../smooth/no-smooth-crt-flavor.params | 20 ++ .../smooth-adv-antialias-crt-flavor.params | 13 + .../smooth/smooth-adv-antialias.params | 13 + .../smooth-adv-extra-smooth-crt-flavor.params | 16 + .../smooth/smooth-adv-extra-smooth.params | 13 + ...per-smooth-big-scanlines-crt-flavor.params | 21 ++ ...ooth-adv-super-smooth-big-scanlines.params | 14 + .../smooth-adv-super-smooth-crt-flavor.params | 21 ++ .../smooth/smooth-adv-super-smooth.params | 14 + .../tube-effect/tube-effects.params | 10 + bezel/Mega_Bezel/shaders/ShaderTodo.txt | 115 ++++--- .../Mega_Bezel/shaders/base/bezel-images.inc | 24 +- bezel/Mega_Bezel/shaders/base/cache-info.inc | 173 +++++++--- .../shaders/base/combine-passes-hdr.slang | 9 + .../base/combine-passes-no-reflect-hdr.slang | 12 + .../shaders/base/combine-passes.inc | 175 ++++++---- .../shaders/base/common/base-functions.inc | 24 +- .../base/common/common-functions-bezel.inc | 20 +- .../shaders/base/common/common-functions.inc | 174 ++++------ .../shaders/base/common/globals.inc | 82 +++-- .../shaders/base/common/helper-functions.inc | 2 +- .../base/common/params-0-screen-scale.inc | 198 ++++++++---- .../base/common/params-1-potato-only.inc | 12 +- .../shaders/base/common/params-2-bezel.inc | 5 + .../base/common/params-2-reflection.inc | 4 + .../base/common/params-3-glass-only.inc | 1 + .../base/common/params-4-image-layers.inc | 71 ++--- .../shaders/base/common/params-5-intro.inc | 5 + bezel/Mega_Bezel/shaders/base/intro.inc | 3 +- .../shaders/base/linearize-crt-hdr.slang | 5 + .../Mega_Bezel/shaders/base/linearize-crt.inc | 76 +++++ .../shaders/base/linearize-crt.slang | 65 +--- bezel/Mega_Bezel/shaders/base/linearize.slang | 8 +- .../Mega_Bezel/shaders/base/output-hdr.slang | 95 ++++++ .../Mega_Bezel/shaders/base/output-sdr.slang | 68 ++++ .../base/post-crt-prep-potato-megatron.slang | 5 + .../shaders/base/post-crt-prep-potato.inc | 164 ++++++++++ .../shaders/base/post-crt-prep-potato.slang | 163 +--------- .../Mega_Bezel/shaders/base/post-crt-prep.inc | 95 +----- .../shaders/base/reflection-glass-hdr.slang | 7 + bezel/Mega_Bezel/shaders/base/reflection.inc | 50 +-- bezel/Mega_Bezel/shaders/base/text.inc | 36 +-- .../dedither-gamma-prep-1-before.slang | 1 + .../dedither-gamma-prep-2-after.slang | 1 + .../Mega_Bezel/shaders/dogway/hsm-grade.slang | 37 ++- .../easymode/hsm-crt-easymode-halation.inc | 9 +- bezel/Mega_Bezel/shaders/gtu/config.h | 1 + .../guest/extras/hsm-sharpsmoother.slang | 1 + .../shaders/guest/hsm-afterglow0.slang | 4 +- .../shaders/guest/hsm-bloom_horizontal.slang | 8 +- .../shaders/guest/hsm-bloom_vertical.slang | 8 +- .../guest/hsm-crt-dariusg-gdv-mini.inc | 11 +- .../hsm-crt-guest-advanced-ntsc-pass1.inc | 21 +- .../hsm-crt-guest-advanced-ntsc-pass2.inc | 71 +++-- .../shaders/guest/hsm-crt-guest-advanced.inc | 91 ++++-- .../guest/hsm-custom-fast-sharpen.slang | 1 + .../shaders/guest/hsm-deconvergence.inc | 239 ++++++++++---- .../guest/hsm-gaussian_horizontal.slang | 3 +- .../shaders/guest/hsm-gaussian_vertical.slang | 2 +- .../guest/hsm-interlace-and-linearize.inc | 300 ++++++++++++++++++ .../guest/hsm-interlace-and-linearize.slang | 254 +-------------- .../shaders/guest/hsm-interlace.slang | 4 + .../guest/hsm-pre-shaders-afterglow.slang | 1 + ...hsm_crt-guest-advanced-release-version.txt | 2 +- .../shaders/guest/ntsc/hsm-ntsc-pass1.slang | 3 + .../shaders/guest/ntsc/hsm-ntsc-pass3.slang | 1 + .../checkerboard-dedither-pass1.slang | 1 + .../checkerboard-dedither/linearize.slang | 1 + .../crt-super-xbr/super-xbr-pass0.slang | 1 + .../hyllian/cubic/hsm-drez-b-spline-x.slang | 2 +- .../hsm-lcd-grid-v2-basic-border.slang | 5 - .../shaders/lcd-cgwg/hsm-lcd-grid-v2.inc | 9 +- .../shaders/mdapt/hsm-mdapt-pass0.slang | 1 + .../megatron/crt-sony-megatron-hdr-pass.slang | 8 +- .../crt-sony-megatron-source-pass.slang | 15 +- .../shaders/megatron/crt-sony-megatron.inc | 64 ++-- bezel/Mega_Bezel/shaders/megatron/hdr10.slang | 2 +- .../shaders/megatron/include/colour_grade.h | 10 +- .../shaders/megatron/include/gamma_correct.h | 38 ++- .../megatron/include/parameters-hdr-color.h | 95 ++++++ .../shaders/megatron/include/parameters.h | 31 +- .../shaders/megatron/inverse_tonemap.slang | 4 +- .../ps1dither/hsm-PS1-Undither-BoxBlur.slang | 1 + .../shaders/scalefx/hsm-scalefx.inc | 1 + 441 files changed, 12659 insertions(+), 6940 deletions(-) create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV-MINI-NTSC__DREZ-480p.slangp create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV-MINI__DREZ-480p.slangp create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV-NTSC__DREZ-480p.slangp create mode 100644 bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV__DREZ-480p.slangp rename bezel/Mega_Bezel/Presets/Variations/{ => CRT-Flavors}/Guest-Slotmask-4K.slangp (93%) rename bezel/Mega_Bezel/Presets/Variations/{ => CRT-Flavors}/Newpixie-Clone__SMOOTH-ADV__GDV.slangp (91%) rename bezel/Mega_Bezel/Presets/Variations/{ => CRT-Flavors}/Newpixie-Clone__STD__GDV.slangp (91%) rename bezel/Mega_Bezel/Presets/Variations/{ => CRT-Flavors}/Royale-Clone__ADV-GLASS__GDV.slangp (93%) rename bezel/Mega_Bezel/Presets/Variations/{ => CRT-Flavors}/Royale-Clone__ADV__GDV.slangp (93%) delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale.params delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__0__SMOOTH-ADV-SCREEN-ONLY.slangp delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__0__SMOOTH-ADV-SCREEN-ONLY__NTSC.slangp delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY-SUPER-XBR.slangp delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY-SUPER-XBR__NTSC.slangp delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY.slangp delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY__NTSC.slangp delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY-SUPER-XBR.slangp delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY-SUPER-XBR__NTSC.slangp delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY.slangp delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY__NTSC.slangp delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO-SUPER-XBR.slangp delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO-SUPER-XBR__NTSC.slangp delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO.slangp delete mode 100644 bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO__NTSC.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-aeg-CTV-4800-VT-hdr.slangp rename bezel/Mega_Bezel/Presets/{Base_CRT_Presets/Sony-Megatron/STD => Variations/Megatron/ADV-SCREEN-ONLY}/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp (96%) create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-bang-olufsen-mx8000-hdr.slangp rename bezel/Mega_Bezel/Presets/{Base_CRT_Presets/Sony-Megatron/STD => Variations/Megatron/ADV-SCREEN-ONLY}/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp (100%) create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-default-hdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-default-sdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-gba-gbi-hdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-gba-gbi-sdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-jvc-d-series-AV-36D501-hdr.slangp rename bezel/Mega_Bezel/Presets/{Base_CRT_Presets/Sony-Megatron/STD => Variations/Megatron/ADV-SCREEN-ONLY}/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp (95%) create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-jvc-professional-TM-H1950CG-hdr.slangp rename bezel/Mega_Bezel/Presets/{Base_CRT_Presets/Sony-Megatron/STD => Variations/Megatron/ADV-SCREEN-ONLY}/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp (95%) create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sammy-atomiswave-hdr.slangp rename bezel/Mega_Bezel/Presets/{Base_CRT_Presets/Sony-Megatron/STD => Variations/Megatron/ADV-SCREEN-ONLY}/crt-sony-megatron-sammy-atomiswave-sdr.slangp (92%) create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sega-virtua-fighter-hdr.slangp rename bezel/Mega_Bezel/Presets/{Base_CRT_Presets/Sony-Megatron/STD => Variations/Megatron/ADV-SCREEN-ONLY}/crt-sony-megatron-sega-virtua-fighter-sdr.slangp (96%) create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-1910-hdr.slangp rename bezel/Mega_Bezel/Presets/{Base_CRT_Presets/Sony-Megatron/STD => Variations/Megatron/ADV-SCREEN-ONLY}/crt-sony-megatron-sony-pvm-1910-sdr.slangp (100%) create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-20L4-hdr.slangp rename bezel/Mega_Bezel/Presets/{Base_CRT_Presets/Sony-Megatron/STD => Variations/Megatron/ADV-SCREEN-ONLY}/crt-sony-megatron-sony-pvm-20L4-sdr.slangp (100%) create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-2730-hdr.slangp rename bezel/Mega_Bezel/Presets/{Base_CRT_Presets/Sony-Megatron/STD => Variations/Megatron/ADV-SCREEN-ONLY}/crt-sony-megatron-sony-pvm-2730-sdr.slangp (100%) create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-toshiba-microfilter-hdr.slangp rename bezel/Mega_Bezel/Presets/{Base_CRT_Presets/Sony-Megatron/STD => Variations/Megatron/ADV-SCREEN-ONLY}/crt-sony-megatron-toshiba-microfilter-sdr.slangp (100%) create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-viewsonic-A90f+-hdr.slangp rename bezel/Mega_Bezel/Presets/{Base_CRT_Presets/Sony-Megatron/STD => Variations/Megatron/ADV-SCREEN-ONLY}/crt-sony-megatron-viewsonic-A90f+-sdr.slangp (94%) create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-hdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-ntsc-hdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-ntsc-sdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-sdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-aeg-CTV-4800-VT-hdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-bang-olufsen-mx8000-hdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-default-hdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-default-sdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-gba-gbi-hdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-gba-gbi-sdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-d-series-AV-36D501-hdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-professional-TM-H1950CG-hdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sammy-atomiswave-hdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sammy-atomiswave-sdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sega-virtua-fighter-hdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sega-virtua-fighter-sdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-1910-hdr.slangp create mode 100644 bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-1910-sdr.slangp create mode 100644 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bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-antialias-crt-flavor.params create mode 100644 bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-antialias.params create mode 100644 bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-extra-smooth-crt-flavor.params create mode 100644 bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-extra-smooth.params create mode 100644 bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth-big-scanlines-crt-flavor.params create mode 100644 bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth-big-scanlines.params create mode 100644 bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth-crt-flavor.params create mode 100644 bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth.params create mode 100644 bezel/Mega_Bezel/resource/param_values/tube-effect/tube-effects.params create mode 100644 bezel/Mega_Bezel/shaders/base/combine-passes-hdr.slang create mode 100644 bezel/Mega_Bezel/shaders/base/combine-passes-no-reflect-hdr.slang create mode 100644 bezel/Mega_Bezel/shaders/base/linearize-crt-hdr.slang create mode 100644 bezel/Mega_Bezel/shaders/base/linearize-crt.inc create mode 100644 bezel/Mega_Bezel/shaders/base/output-hdr.slang create mode 100644 bezel/Mega_Bezel/shaders/base/output-sdr.slang create mode 100644 bezel/Mega_Bezel/shaders/base/post-crt-prep-potato-megatron.slang create mode 100644 bezel/Mega_Bezel/shaders/base/post-crt-prep-potato.inc create mode 100644 bezel/Mega_Bezel/shaders/base/reflection-glass-hdr.slang create mode 100644 bezel/Mega_Bezel/shaders/guest/hsm-interlace-and-linearize.inc create mode 100644 bezel/Mega_Bezel/shaders/guest/hsm-interlace.slang delete mode 100644 bezel/Mega_Bezel/shaders/lcd-cgwg/hsm-lcd-grid-v2-basic-border.slang create mode 100644 bezel/Mega_Bezel/shaders/megatron/include/parameters-hdr-color.h diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__EASYMODE.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__EASYMODE.slangp index 3bda831..3e2d749 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__EASYMODE.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__EASYMODE.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -124,9 +125,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -174,9 +176,14 @@ shader37 = ../../shaders/easymode/hsm-crt-easymode-halation.slang filter_linear37 = true scale_type37 = viewport float_framebuffer37 = true +alias37 = "CRTPass" + +g_gamma_out = 2.45 shader38 = ../../shaders/base/post-crt-prep-glass.slang -alias38 = "MBZ_PostCRTPass" +scale_type38 = viewport +float_framebuffer38 = true +alias38 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -192,16 +199,19 @@ scale_type39 = absolute // scale_y39 = 540 scale_x39 = 800 scale_y39 = 600 +float_framebuffer39 = true alias39 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader40 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input40 = true filter_linear40 = true +float_framebuffer40 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader41 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear41 = true +float_framebuffer41 = true alias41 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -213,6 +223,7 @@ filter_linear42 = true scale_type42 = absolute scale_x42 = 128 scale_y42 = 128 +float_framebuffer42 = true alias42 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -224,12 +235,14 @@ filter_linear43 = true scale_type43 = absolute scale_x43 = 12 scale_y43 = 12 +float_framebuffer43 = true alias43 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader44 = ../../shaders/base/reflection-glass.slang scale_type44 = viewport -alias44 = "BR_CRTAndReflectionPass" +srgb_framebuffer44 = true +alias44 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -359,17 +372,21 @@ g_vignette = "0.0" // Easymode Parameters gamma_out = 2.2 - // SMOOTH-ADV -HSM_DEDITHER_MODE = 1 +HSM_DEDITHER_MODE = "3.000000" HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 ntsc_scale = 0.4 -shadowMask = 3 +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-MINI.slangp index 7db800e..23599f5 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-MINI.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -124,9 +125,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -158,17 +160,24 @@ float_framebuffer33 = true alias33 = "LinearizePass" shader34 = ../../shaders/base/delinearize.slang +scale_type34 = source +float_framebuffer34 = "true" shader35 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang scale_type35 = viewport scale_x35 = 1.0 scale_y35 = 1.0 filter_linear35 = true +float_framebuffer35 = "true" +alias35 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 shader36 = ../../shaders/base/post-crt-prep-glass.slang -alias36 = "MBZ_PostCRTPass" +scale_type36 = viewport +float_framebuffer36 = true +alias36 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -184,16 +193,19 @@ scale_type37 = absolute // scale_y37 = 540 scale_x37 = 800 scale_y37 = 600 +float_framebuffer37 = true alias37 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader38 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input38 = true filter_linear38 = true +float_framebuffer38 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader39 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear39 = true +float_framebuffer39 = true alias39 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -205,6 +217,7 @@ filter_linear40 = true scale_type40 = absolute scale_x40 = 128 scale_y40 = 128 +float_framebuffer40 = true alias40 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -216,12 +229,14 @@ filter_linear41 = true scale_type41 = absolute scale_x41 = 12 scale_y41 = 12 +float_framebuffer41 = true alias41 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader42 = ../../shaders/base/reflection-glass.slang scale_type42 = viewport -alias42 = "BR_CRTAndReflectionPass" +srgb_framebuffer42 = true +alias42 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -348,17 +363,21 @@ HSM_SCREEN_VIGNETTE_POWER = "4.000000" HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" - // SMOOTH-ADV -HSM_DEDITHER_MODE = 1 +HSM_DEDITHER_MODE = "3.000000" HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 ntsc_scale = 0.4 -shadowMask = 3 +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-NTSC.slangp index 9533ebb..86f7b4f 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -110,9 +111,10 @@ scale26 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader27 = ../../shaders/dogway/hsm-grade.slang -filter_linear27 = true +filter_linear27 = false scale_type27 = source scale27 = 1.0 +alias27 = "ColorCorrectPass" shader28 = ../../shaders/base/stock.slang alias28 = "PrePass0" @@ -210,23 +212,27 @@ scale_x40 = 640.0 scale_type_y40 = absolute scale_y40 = 480.0 float_framebuffer40 = true -alias40 = BloomPass +alias40 = BloomPass shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear41 = true -float_framebuffer41 = true scale_type41 = viewport scale_x41 = 1.0 scale_y41 = 1.0 +float_framebuffer41 = true shader42 = ../../shaders/guest/hsm-deconvergence.slang filter_linear42 = true scale_type42 = viewport scale_x42 = 1.0 scale_y42 = 1.0 +float_framebuffer42 = true +alias42 = "CRTPass" shader43 = ../../shaders/base/post-crt-prep-glass.slang -alias43 = "MBZ_PostCRTPass" +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -242,16 +248,19 @@ scale_type44 = absolute // scale_y44 = 540 scale_x44 = 800 scale_y44 = 600 +float_framebuffer44 = true alias44 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader45 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input45 = true filter_linear45 = true +float_framebuffer45 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader46 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear46 = true +float_framebuffer46 = true alias46 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -263,6 +272,7 @@ filter_linear47 = true scale_type47 = absolute scale_x47 = 128 scale_y47 = 128 +float_framebuffer47 = true alias47 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -274,12 +284,14 @@ filter_linear48 = true scale_type48 = absolute scale_x48 = 12 scale_y48 = 12 +float_framebuffer48 = true alias48 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader49 = ../../shaders/base/reflection-glass.slang scale_type49 = viewport -alias49 = "BR_CRTAndReflectionPass" +srgb_framebuffer49 = true +alias49 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -406,20 +418,24 @@ HSM_SCREEN_VIGNETTE_POWER = "4.000000" HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" - // SMOOTH-ADV -HSM_DEDITHER_MODE = 1 +HSM_DEDITHER_MODE = "3.000000" HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 ntsc_scale = 0.4 -shadowMask = 3 +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV.slangp index 434fcc9..1646484 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__GDV.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -124,9 +125,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -193,19 +195,23 @@ alias37 = BloomPass shader38 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear38 = true -float_framebuffer38 = true scale_type38 = viewport scale_x38 = 1.0 scale_y38 = 1.0 +float_framebuffer38 = true shader39 = ../../shaders/guest/hsm-deconvergence.slang filter_linear39 = true scale_type39 = viewport scale_x39 = 1.0 scale_y39 = 1.0 +float_framebuffer39 = true +alias39 = "CRTPass" shader40 = ../../shaders/base/post-crt-prep-glass.slang -alias40 = "MBZ_PostCRTPass" +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -221,16 +227,19 @@ scale_type41 = absolute // scale_y41 = 540 scale_x41 = 800 scale_y41 = 600 +float_framebuffer41 = true alias41 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader42 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input42 = true filter_linear42 = true +float_framebuffer42 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader43 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear43 = true +float_framebuffer43 = true alias43 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -242,6 +251,7 @@ filter_linear44 = true scale_type44 = absolute scale_x44 = 128 scale_y44 = 128 +float_framebuffer44 = true alias44 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -253,12 +263,14 @@ filter_linear45 = true scale_type45 = absolute scale_x45 = 12 scale_y45 = 12 +float_framebuffer45 = true alias45 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader46 = ../../shaders/base/reflection-glass.slang scale_type46 = viewport -alias46 = "BR_CRTAndReflectionPass" +srgb_framebuffer46 = true +alias46 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -385,17 +397,21 @@ HSM_SCREEN_VIGNETTE_POWER = "4.000000" HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" - // SMOOTH-ADV -HSM_DEDITHER_MODE = 1 +HSM_DEDITHER_MODE = "3.000000" HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 ntsc_scale = 0.4 -shadowMask = 3 +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__LCD-GRID.slangp index 7360bb4..397f2bc 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__LCD-GRID.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -124,9 +125,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -158,14 +160,19 @@ float_framebuffer33 = true alias33 = "LinearizePass" shader34 = ../../shaders/base/delinearize.slang +float_framebuffer34 = "true" shader35 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang filter_linear35 = "false" scale_type35 = "viewport" scale35 = "1.0" +float_framebuffer35 = "true" +alias35 = "CRTPass" shader36 = ../../shaders/base/post-crt-prep-glass.slang -alias36 = "MBZ_PostCRTPass" +scale_type36 = viewport +float_framebuffer36 = true +alias36 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -181,16 +188,19 @@ scale_type37 = absolute // scale_y37 = 540 scale_x37 = 800 scale_y37 = 600 +float_framebuffer37 = true alias37 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader38 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input38 = true filter_linear38 = true +float_framebuffer38 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader39 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear39 = true +float_framebuffer39 = true alias39 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -202,6 +212,7 @@ filter_linear40 = true scale_type40 = absolute scale_x40 = 128 scale_y40 = 128 +float_framebuffer40 = true alias40 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -213,12 +224,14 @@ filter_linear41 = true scale_type41 = absolute scale_x41 = 12 scale_y41 = 12 +float_framebuffer41 = true alias41 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader42 = ../../shaders/base/reflection-glass.slang scale_type42 = viewport -alias42 = "BR_CRTAndReflectionPass" +srgb_framebuffer42 = true +alias42 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -345,14 +358,13 @@ HSM_SCREEN_VIGNETTE_POWER = "4.000000" HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" - // SMOOTH-ADV HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 100 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON-NTSC.slangp index 5e13f38..7a7f4c8 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 46 +shaders = 47 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -110,9 +111,10 @@ scale26 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader27 = ../../shaders/dogway/hsm-grade.slang -filter_linear27 = true +filter_linear27 = false scale_type27 = source scale27 = 1.0 +alias27 = "ColorCorrectPass" shader28 = ../../shaders/base/stock.slang alias28 = "PrePass0" @@ -147,22 +149,19 @@ scale_x32 = 1.0 scale_y32 = 1.0 shader33 = ../../shaders/base/stock.slang -filter_linear33 = true -scale_type33 = source -scale_x33 = 1.0 -scale_y33 = 1.0 +float_framebuffer33 = true alias33 = "PrePass" -mipmap_input33 = true shader34 = ../../shaders/guest/hsm-avg-lum.slang filter_linear34 = true scale_type34 = source scale34 = 1.0 mipmap_input34 = true +float_framebuffer34 = true alias34 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader35 = ../../shaders/guest/hsm-interlace.slang filter_linear35 = true scale_type35 = source scale35 = 1.0 @@ -193,19 +192,20 @@ shader38 = "../../shaders/megatron/crt-sony-megatron.slang" filter_linear38 = "false" wrap_mode38 = "clamp_to_border" mipmap_input38 = "false" -alias38 = "" -float_framebuffer38 = "false" -srgb_framebuffer38 = "false" scale_type38 = "viewport" +float_framebuffer38 = "true" +alias38 = "CRTPass" shader39 = ../../shaders/base/post-crt-prep-glass.slang -alias39 = "MBZ_PostCRTPass" +scale_type39 = viewport +float_framebuffer39 = true +alias39 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader40 = ../../shaders/base/linearize-crt.slang +shader40 = ../../shaders/base/linearize-crt-hdr.slang mipmap_input40 = true filter_linear40 = true scale_type40 = absolute @@ -215,16 +215,19 @@ scale_type40 = absolute // scale_y40 = 540 scale_x40 = 800 scale_y40 = 600 +float_framebuffer40 = true alias40 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader41 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input41 = true filter_linear41 = true +float_framebuffer41 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader42 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear42 = true +float_framebuffer42 = true alias42 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -236,6 +239,7 @@ filter_linear43 = true scale_type43 = absolute scale_x43 = 128 scale_y43 = 128 +float_framebuffer43 = true alias43 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -247,12 +251,18 @@ filter_linear44 = true scale_type44 = absolute scale_x44 = 12 scale_y44 = 12 +float_framebuffer44 = true alias44 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader45 = ../../shaders/base/reflection-glass.slang +shader45 = ../../shaders/base/reflection-glass-hdr.slang scale_type45 = viewport -alias45 = "BR_CRTAndReflectionPass" +alias45 = "ReflectionPass" + +// Combine Passes ---------------------------------------------------------------- +shader46 = ../../shaders/base/output-hdr.slang +scale_type46 = viewport +alias46 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -380,28 +390,31 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" -// SMOOTH-ADV -HSM_DEDITHER_MODE = 1 - -HSM_SCALEFX_ON = 1 - -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 -HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 - -ntsc_scale = 0.4 - -shadowMask = 3 - // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" +// SMOOTH-ADV +HSM_DEDITHER_MODE = "3.000000" + +HSM_SCALEFX_ON = 1 + +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 +HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 + +ntsc_scale = 0.4 + +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON.slangp index 7f56a65..f92c095 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-GLASS__MEGATRON.slangp @@ -1,4 +1,4 @@ -shaders = 44 +shaders = 45 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -124,9 +125,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -135,22 +137,19 @@ scale_x30 = 1.0 scale_y30 = 1.0 shader31 = ../../shaders/base/stock.slang -filter_linear31 = true -scale_type31 = source -scale_x31 = 1.0 -scale_y31 = 1.0 +float_framebuffer31 = true alias31 = "PrePass" -mipmap_input31 = true shader32 = ../../shaders/guest/hsm-avg-lum.slang filter_linear32 = true scale_type32 = source scale32 = 1.0 mipmap_input32 = true +float_framebuffer32 = true alias32 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader33 = ../../shaders/guest/hsm-interlace.slang filter_linear33 = true scale_type33 = source scale33 = 1.0 @@ -181,19 +180,20 @@ shader36 = "../../shaders/megatron/crt-sony-megatron.slang" filter_linear36 = "false" wrap_mode36 = "clamp_to_border" mipmap_input36 = "false" -alias36 = "" -float_framebuffer36 = "false" -srgb_framebuffer36 = "false" scale_type36 = "viewport" +float_framebuffer36 = "true" +alias36 = "CRTPass" shader37 = ../../shaders/base/post-crt-prep-glass.slang -alias37 = "MBZ_PostCRTPass" +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader38 = ../../shaders/base/linearize-crt.slang +shader38 = ../../shaders/base/linearize-crt-hdr.slang mipmap_input38 = true filter_linear38 = true scale_type38 = absolute @@ -203,16 +203,19 @@ scale_type38 = absolute // scale_y38 = 540 scale_x38 = 800 scale_y38 = 600 +float_framebuffer38 = true alias38 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader39 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input39 = true filter_linear39 = true +float_framebuffer39 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader40 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear40 = true +float_framebuffer40 = true alias40 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -224,6 +227,7 @@ filter_linear41 = true scale_type41 = absolute scale_x41 = 128 scale_y41 = 128 +float_framebuffer41 = true alias41 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -235,12 +239,18 @@ filter_linear42 = true scale_type42 = absolute scale_x42 = 12 scale_y42 = 12 +float_framebuffer42 = true alias42 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader43 = ../../shaders/base/reflection-glass.slang +shader43 = ../../shaders/base/reflection-glass-hdr.slang scale_type43 = viewport -alias43 = "BR_CRTAndReflectionPass" +alias43 = "ReflectionPass" + +// Combine Passes ---------------------------------------------------------------- +shader44 = ../../shaders/base/output-hdr.slang +scale_type44 = viewport +alias44 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -368,25 +378,28 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" -// SMOOTH-ADV -HSM_DEDITHER_MODE = 1 - -HSM_SCALEFX_ON = 1 - -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 -HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 - -ntsc_scale = 0.4 - -shadowMask = 3 - // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" +// SMOOTH-ADV +HSM_DEDITHER_MODE = "3.000000" + +HSM_SCALEFX_ON = 1 + +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 +HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 + +ntsc_scale = 0.4 + +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV-NTSC.slangp index 9b54b77..32b3056 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -110,9 +111,10 @@ scale26 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader27 = ../../shaders/dogway/hsm-grade.slang -filter_linear27 = true +filter_linear27 = false scale_type27 = source scale27 = 1.0 +alias27 = "ColorCorrectPass" shader28 = ../../shaders/base/stock.slang alias28 = "PrePass0" @@ -193,7 +195,7 @@ scale_x38 = 640.0 scale_type_y38 = absolute scale_y38 = 480.0 float_framebuffer38 = true -alias38 = GlowPass +alias38 = "GlowPass" shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear39 = true @@ -210,23 +212,27 @@ scale_x40 = 640.0 scale_type_y40 = absolute scale_y40 = 480.0 float_framebuffer40 = true -alias40 = BloomPass +alias40 = "BloomPass" shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang filter_linear41 = true -float_framebuffer41 = true scale_type41 = viewport scale_x41 = 1.0 scale_y41 = 1.0 +float_framebuffer41 = true shader42 = ../../shaders/guest/hsm-deconvergence.slang filter_linear42 = true scale_type42 = viewport scale_x42 = 1.0 scale_y42 = 1.0 +float_framebuffer42 = true +alias42 = "CRTPass" shader43 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias43 = "MBZ_PostCRTPass" +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -336,20 +342,24 @@ TopLayerImage_mipmap = 1 // Use for matching vanilla GDV-Advanced // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 - // SMOOTH-ADV -HSM_DEDITHER_MODE = 1 +HSM_DEDITHER_MODE = "3.000000" HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 ntsc_scale = 0.4 -shadowMask = 3 +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV.slangp index 4389a60..b7e00bf 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__GDV.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -124,9 +125,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -172,7 +174,7 @@ scale_x35 = 800.0 scale_type_y35 = absolute scale_y35 = 600.0 float_framebuffer35 = true -alias35 = GlowPass +alias35 = "GlowPass" shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear36 = true @@ -189,23 +191,27 @@ scale_x37 = 1.0 scale_type_y37 = source scale_y37 = 1.0 float_framebuffer37 = true -alias37 = BloomPass +alias37 = "BloomPass" shader38 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang filter_linear38 = true -float_framebuffer38 = true scale_type38 = viewport scale_x38 = 1.0 scale_y38 = 1.0 +float_framebuffer38 = true shader39 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang filter_linear39 = true scale_type39 = viewport scale_x39 = 1.0 scale_y39 = 1.0 +float_framebuffer39 = true +alias39 = "CRTPass" shader40 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias40 = "MBZ_PostCRTPass" +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -315,17 +321,21 @@ TopLayerImage_mipmap = 1 // Use for matching vanilla GDV-Advanced // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 - // SMOOTH-ADV -HSM_DEDITHER_MODE = 1 +HSM_DEDITHER_MODE = "3.000000" HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 ntsc_scale = 0.4 -shadowMask = 3 +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON-NTSC.slangp index eb38aef..31ff4b7 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -110,9 +111,10 @@ scale26 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader27 = ../../shaders/dogway/hsm-grade.slang -filter_linear27 = true +filter_linear27 = false scale_type27 = source scale27 = 1.0 +alias27 = "ColorCorrectPass" shader28 = ../../shaders/base/stock.slang alias28 = "PrePass0" @@ -147,22 +149,19 @@ scale_x32 = 1.0 scale_y32 = 1.0 shader33 = ../../shaders/base/stock.slang -filter_linear33 = true -scale_type33 = source -scale_x33 = 1.0 -scale_y33 = 1.0 +float_framebuffer33 = true alias33 = "PrePass" -mipmap_input33 = true shader34 = ../../shaders/guest/hsm-avg-lum.slang filter_linear34 = true scale_type34 = source scale34 = 1.0 mipmap_input34 = true +float_framebuffer34 = true alias34 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader35 = ../../shaders/guest/hsm-interlace.slang filter_linear35 = true scale_type35 = source scale35 = 1.0 @@ -193,13 +192,14 @@ shader38 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" filter_linear38 = "false" wrap_mode38 = "clamp_to_border" mipmap_input38 = "false" -alias38 = "" -float_framebuffer38 = "false" -srgb_framebuffer38 = "false" scale_type38 = "viewport" +float_framebuffer38 = "true" +alias38 = "CRTPass" shader39 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias39 = "MBZ_PostCRTPass" +scale_type39 = viewport +float_framebuffer39 = true +alias39 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -216,7 +216,7 @@ float_framebuffer41 = true alias41 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader42 = ../../shaders/base/combine-passes-no-reflect.slang +shader42 = ../../shaders/base/combine-passes-no-reflect-hdr.slang scale_type42 = viewport alias42 = "CombinePass" // Define textures to be used by the different passes @@ -310,28 +310,31 @@ TopLayerImage_mipmap = 1 // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 -// SMOOTH-ADV -HSM_DEDITHER_MODE = 1 - -HSM_SCALEFX_ON = 1 - -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 -HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 - -ntsc_scale = 0.4 - -shadowMask = 3 - // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" +// SMOOTH-ADV +HSM_DEDITHER_MODE = "3.000000" + +HSM_SCALEFX_ON = 1 + +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 +HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 + +ntsc_scale = 0.4 + +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON.slangp index f8c4b71..5c51c74 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-NO-REFLECT__MEGATRON.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -124,9 +125,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -135,22 +137,19 @@ scale_x30 = 1.0 scale_y30 = 1.0 shader31 = ../../shaders/base/stock.slang -filter_linear31 = true -scale_type31 = source -scale_x31 = 1.0 -scale_y31 = 1.0 +float_framebuffer31 = true alias31 = "PrePass" -mipmap_input31 = true shader32 = ../../shaders/guest/hsm-avg-lum.slang filter_linear32 = true scale_type32 = source scale32 = 1.0 mipmap_input32 = true +float_framebuffer32 = true alias32 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader33 = ../../shaders/guest/hsm-interlace.slang filter_linear33 = true scale_type33 = source scale33 = 1.0 @@ -181,13 +180,14 @@ shader36 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" filter_linear36 = "false" wrap_mode36 = "clamp_to_border" mipmap_input36 = "false" -alias36 = "" -float_framebuffer36 = "false" -srgb_framebuffer36 = "false" scale_type36 = "viewport" +float_framebuffer36 = "true" +alias36 = "CRTPass" shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias37 = "MBZ_PostCRTPass" +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -204,7 +204,7 @@ float_framebuffer39 = true alias39 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader40 = ../../shaders/base/combine-passes-no-reflect.slang +shader40 = ../../shaders/base/combine-passes-no-reflect-hdr.slang scale_type40 = viewport alias40 = "CombinePass" // Define textures to be used by the different passes @@ -298,25 +298,28 @@ TopLayerImage_mipmap = 1 // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 -// SMOOTH-ADV -HSM_DEDITHER_MODE = 1 - -HSM_SCALEFX_ON = 1 - -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 -HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 - -ntsc_scale = 0.4 - -shadowMask = 3 - // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" +// SMOOTH-ADV +HSM_DEDITHER_MODE = "3.000000" + +HSM_SCALEFX_ON = 1 + +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 +HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 + +ntsc_scale = 0.4 + +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV-NTSC.slangp index fbe4056..b1ff47c 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 44 +shaders = 45 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -110,9 +111,10 @@ scale26 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader27 = ../../shaders/dogway/hsm-grade.slang -filter_linear27 = true +filter_linear27 = false scale_type27 = source scale27 = 1.0 +alias27 = "ColorCorrectPass" shader28 = ../../shaders/base/stock.slang alias28 = "PrePass0" @@ -193,7 +195,7 @@ scale_x38 = 640.0 scale_type_y38 = absolute scale_y38 = 480.0 float_framebuffer38 = true -alias38 = GlowPass +alias38 = "GlowPass" shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear39 = true @@ -210,23 +212,32 @@ scale_x40 = 640.0 scale_type_y40 = absolute scale_y40 = 480.0 float_framebuffer40 = true -alias40 = BloomPass +alias40 = "BloomPass" shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang filter_linear41 = true -float_framebuffer41 = true scale_type41 = viewport scale_x41 = 1.0 scale_y41 = 1.0 +float_framebuffer41 = true shader42 = ../../shaders/guest/hsm-deconvergence.slang filter_linear42 = true scale_type42 = viewport scale_x42 = 1.0 scale_y42 = 1.0 +float_framebuffer42 = true +alias42 = "CRTPass" shader43 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias43 = "MBZ_PostCRTPass" +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader44 = ../../shaders/base/output-sdr.slang +scale_type44 = viewport +alias44 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -317,20 +328,24 @@ TopLayerImage_mipmap = 1 // Use for matching vanilla GDV-Advanced // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 - // SMOOTH-ADV -HSM_DEDITHER_MODE = 1 +HSM_DEDITHER_MODE = "3.000000" HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 ntsc_scale = 0.4 -shadowMask = 3 +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV.slangp index fad4387..78faa3d 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV.slangp @@ -1,4 +1,4 @@ -shaders = 41 +shaders = 42 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -124,9 +125,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -172,7 +174,7 @@ scale_x35 = 800.0 scale_type_y35 = absolute scale_y35 = 600.0 float_framebuffer35 = true -alias35 = GlowPass +alias35 = "GlowPass" shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear36 = true @@ -189,23 +191,32 @@ scale_x37 = 1.0 scale_type_y37 = source scale_y37 = 1.0 float_framebuffer37 = true -alias37 = BloomPass +alias37 = "BloomPass" shader38 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang filter_linear38 = true -float_framebuffer38 = true scale_type38 = viewport scale_x38 = 1.0 scale_y38 = 1.0 +float_framebuffer38 = true shader39 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang filter_linear39 = true scale_type39 = viewport scale_x39 = 1.0 scale_y39 = 1.0 +float_framebuffer39 = true +alias39 = "CRTPass" shader40 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias40 = "MBZ_PostCRTPass" +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader41 = ../../shaders/base/output-sdr.slang +scale_type41 = viewport +alias41 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -296,17 +307,21 @@ TopLayerImage_mipmap = 1 // Use for matching vanilla GDV-Advanced // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 - // SMOOTH-ADV -HSM_DEDITHER_MODE = 1 +HSM_DEDITHER_MODE = "3.000000" HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 ntsc_scale = 0.4 -shadowMask = 3 +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__MEGATRON-NTSC.slangp index 7beae4a..b7b73b4 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__MEGATRON-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 40 +shaders = 41 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -110,9 +111,10 @@ scale26 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader27 = ../../shaders/dogway/hsm-grade.slang -filter_linear27 = true +filter_linear27 = false scale_type27 = source scale27 = 1.0 +alias27 = "ColorCorrectPass" shader28 = ../../shaders/base/stock.slang alias28 = "PrePass0" @@ -147,22 +149,19 @@ scale_x32 = 1.0 scale_y32 = 1.0 shader33 = ../../shaders/base/stock.slang -filter_linear33 = true -scale_type33 = source -scale_x33 = 1.0 -scale_y33 = 1.0 +float_framebuffer33 = true alias33 = "PrePass" -mipmap_input33 = true shader34 = ../../shaders/guest/hsm-avg-lum.slang filter_linear34 = true scale_type34 = source scale34 = 1.0 mipmap_input34 = true +float_framebuffer34 = true alias34 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader35 = ../../shaders/guest/hsm-interlace.slang filter_linear35 = true scale_type35 = source scale35 = 1.0 @@ -193,13 +192,19 @@ shader38 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" filter_linear38 = "false" wrap_mode38 = "clamp_to_border" mipmap_input38 = "false" -alias38 = "" -float_framebuffer38 = "false" -srgb_framebuffer38 = "false" scale_type38 = "viewport" +float_framebuffer38 = "true" +alias38 = "CRTPass" shader39 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias39 = "MBZ_PostCRTPass" +scale_type39 = viewport +float_framebuffer39 = true +alias39 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader40 = ../../shaders/base/output-hdr.slang +scale_type40 = viewport +alias40 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -291,28 +296,31 @@ TopLayerImage_mipmap = 1 // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 -// SMOOTH-ADV -HSM_DEDITHER_MODE = 1 - -HSM_SCALEFX_ON = 1 - -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 -HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 - -ntsc_scale = 0.4 - -shadowMask = 3 - // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" +// SMOOTH-ADV +HSM_DEDITHER_MODE = "3.000000" + +HSM_SCALEFX_ON = 1 + +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 +HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 + +ntsc_scale = 0.4 + +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__MEGATRON.slangp index 2f7e47b..0959c20 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__MEGATRON.slangp @@ -1,4 +1,4 @@ -shaders = 38 +shaders = 39 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -124,9 +125,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -135,22 +137,19 @@ scale_x30 = 1.0 scale_y30 = 1.0 shader31 = ../../shaders/base/stock.slang -filter_linear31 = true -scale_type31 = source -scale_x31 = 1.0 -scale_y31 = 1.0 +float_framebuffer31 = true alias31 = "PrePass" -mipmap_input31 = true shader32 = ../../shaders/guest/hsm-avg-lum.slang filter_linear32 = true scale_type32 = source scale32 = 1.0 mipmap_input32 = true +float_framebuffer32 = true alias32 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader33 = ../../shaders/guest/hsm-interlace.slang filter_linear33 = true scale_type33 = source scale33 = 1.0 @@ -181,13 +180,19 @@ shader36 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" filter_linear36 = "false" wrap_mode36 = "clamp_to_border" mipmap_input36 = "false" -alias36 = "" -float_framebuffer36 = "false" -srgb_framebuffer36 = "false" scale_type36 = "viewport" +float_framebuffer36 = "true" +alias36 = "CRTPass" shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias37 = "MBZ_PostCRTPass" +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader38 = ../../shaders/base/output-hdr.slang +scale_type38 = viewport +alias38 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -279,25 +284,28 @@ TopLayerImage_mipmap = 1 // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 -// SMOOTH-ADV -HSM_DEDITHER_MODE = 1 - -HSM_SCALEFX_ON = 1 - -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 -HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 - -ntsc_scale = 0.4 - -shadowMask = 3 - // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" +// SMOOTH-ADV +HSM_DEDITHER_MODE = "3.000000" + +HSM_SCALEFX_ON = 1 + +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 +HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 + +ntsc_scale = 0.4 + +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV-NTSC.slangp index 8d3a61a..c00aa1d 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -110,9 +111,10 @@ scale26 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader27 = ../../shaders/dogway/hsm-grade.slang -filter_linear27 = true +filter_linear27 = false scale_type27 = source scale27 = 1.0 +alias27 = "ColorCorrectPass" shader28 = ../../shaders/base/stock.slang alias28 = "PrePass0" @@ -210,23 +212,27 @@ scale_x40 = 640.0 scale_type_y40 = absolute scale_y40 = 480.0 float_framebuffer40 = true -alias40 = BloomPass +alias40 = BloomPass shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear41 = true -float_framebuffer41 = true scale_type41 = viewport scale_x41 = 1.0 scale_y41 = 1.0 +float_framebuffer41 = true shader42 = ../../shaders/guest/hsm-deconvergence.slang filter_linear42 = true scale_type42 = viewport scale_x42 = 1.0 scale_y42 = 1.0 +float_framebuffer42 = true +alias42 = "CRTPass" shader43 = ../../shaders/base/post-crt-prep-image-layers.slang -alias43 = "MBZ_PostCRTPass" +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -242,16 +248,19 @@ scale_type44 = absolute // scale_y44 = 540 scale_x44 = 800 scale_y44 = 600 +float_framebuffer44 = true alias44 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader45 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input45 = true filter_linear45 = true +float_framebuffer45 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader46 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear46 = true +float_framebuffer46 = true alias46 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -263,6 +272,7 @@ filter_linear47 = true scale_type47 = absolute scale_x47 = 128 scale_y47 = 128 +float_framebuffer47 = true alias47 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -274,13 +284,13 @@ filter_linear48 = true scale_type48 = absolute scale_x48 = 12 scale_y48 = 12 +float_framebuffer48 = true alias48 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader49 = ../../shaders/base/reflection.slang scale_type49 = viewport -float_framebuffer49 = true -alias49 = "BR_CRTAndReflectionPass" +alias49 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -390,20 +400,24 @@ TopLayerImage_mipmap = 1 // Use for matching vanilla GDV-Advanced // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 - // SMOOTH-ADV -HSM_DEDITHER_MODE = 1 +HSM_DEDITHER_MODE = "3.000000" HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 ntsc_scale = 0.4 -shadowMask = 3 +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp index 178ae01..09d7798 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -124,9 +125,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -193,19 +195,23 @@ alias37 = BloomPass shader38 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear38 = true -float_framebuffer38 = true scale_type38 = viewport scale_x38 = 1.0 scale_y38 = 1.0 +float_framebuffer38 = true shader39 = ../../shaders/guest/hsm-deconvergence.slang filter_linear39 = true scale_type39 = viewport scale_x39 = 1.0 scale_y39 = 1.0 +float_framebuffer39 = true +alias39 = "CRTPass" shader40 = ../../shaders/base/post-crt-prep-image-layers.slang -alias40 = "MBZ_PostCRTPass" +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -221,16 +227,19 @@ scale_type41 = absolute // scale_y41 = 540 scale_x41 = 800 scale_y41 = 600 +float_framebuffer41 = true alias41 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader42 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input42 = true filter_linear42 = true +float_framebuffer42 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader43 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear43 = true +float_framebuffer43 = true alias43 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -242,6 +251,7 @@ filter_linear44 = true scale_type44 = absolute scale_x44 = 128 scale_y44 = 128 +float_framebuffer44 = true alias44 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -253,13 +263,13 @@ filter_linear45 = true scale_type45 = absolute scale_x45 = 12 scale_y45 = 12 +float_framebuffer45 = true alias45 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader46 = ../../shaders/base/reflection.slang scale_type46 = viewport -float_framebuffer46 = true -alias46 = "BR_CRTAndReflectionPass" +alias46 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -369,17 +379,21 @@ TopLayerImage_mipmap = 1 // Use for matching vanilla GDV-Advanced // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 - // SMOOTH-ADV -HSM_DEDITHER_MODE = 1 +HSM_DEDITHER_MODE = "3.000000" HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 ntsc_scale = 0.4 -shadowMask = 3 +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__LCD-GRID.slangp index 13ab11f..8a718c8 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__LCD-GRID.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -124,9 +125,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -158,14 +160,19 @@ float_framebuffer33 = true alias33 = "LinearizePass" shader34 = ../../shaders/base/delinearize.slang +float_framebuffer34 = "true" shader35 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang filter_linear35 = "false" scale_type35 = "viewport" scale35 = "1.0" +float_framebuffer35 = "true" +alias35 = "CRTPass" shader36 = ../../shaders/base/post-crt-prep-image-layers.slang -alias36 = "MBZ_PostCRTPass" +scale_type36 = viewport +float_framebuffer36 = true +alias36 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -181,16 +188,19 @@ scale_type37 = absolute // scale_y37 = 540 scale_x37 = 800 scale_y37 = 600 +float_framebuffer37 = true alias37 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader38 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input38 = true filter_linear38 = true +float_framebuffer38 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader39 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear39 = true +float_framebuffer39 = true alias39 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -202,6 +212,7 @@ filter_linear40 = true scale_type40 = absolute scale_x40 = 128 scale_y40 = 128 +float_framebuffer40 = true alias40 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -213,13 +224,13 @@ filter_linear41 = true scale_type41 = absolute scale_x41 = 12 scale_y41 = 12 +float_framebuffer41 = true alias41 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader42 = ../../shaders/base/reflection.slang scale_type42 = viewport -float_framebuffer42 = true -alias42 = "BR_CRTAndReflectionPass" +alias42 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -329,14 +340,13 @@ TopLayerImage_mipmap = 1 // Use for matching vanilla GDV-Advanced // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 - // SMOOTH-ADV HSM_DEDITHER_MODE = 1 HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 100 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON-NTSC.slangp index 47d24b0..82f71c5 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -110,9 +111,10 @@ scale26 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader27 = ../../shaders/dogway/hsm-grade.slang -filter_linear27 = true +filter_linear27 = false scale_type27 = source scale27 = 1.0 +alias27 = "ColorCorrectPass" shader28 = ../../shaders/base/stock.slang alias28 = "PrePass0" @@ -147,22 +149,19 @@ scale_x32 = 1.0 scale_y32 = 1.0 shader33 = ../../shaders/base/stock.slang -filter_linear33 = true -scale_type33 = source -scale_x33 = 1.0 -scale_y33 = 1.0 +float_framebuffer33 = true alias33 = "PrePass" -mipmap_input33 = true shader34 = ../../shaders/guest/hsm-avg-lum.slang filter_linear34 = true scale_type34 = source scale34 = 1.0 mipmap_input34 = true +float_framebuffer34 = true alias34 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader35 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader35 = ../../shaders/guest/hsm-interlace.slang filter_linear35 = true scale_type35 = source scale35 = 1.0 @@ -193,19 +192,20 @@ shader38 = "../../shaders/megatron/crt-sony-megatron.slang" filter_linear38 = "false" wrap_mode38 = "clamp_to_border" mipmap_input38 = "false" -alias38 = "" -float_framebuffer38 = "false" -srgb_framebuffer38 = "false" scale_type38 = "viewport" +float_framebuffer38 = "true" +alias38 = "CRTPass" shader39 = ../../shaders/base/post-crt-prep-image-layers.slang -alias39 = "MBZ_PostCRTPass" +scale_type39 = viewport +float_framebuffer39 = true +alias39 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader40 = ../../shaders/base/linearize-crt.slang +shader40 = ../../shaders/base/linearize-crt-hdr.slang mipmap_input40 = true filter_linear40 = true scale_type40 = absolute @@ -215,16 +215,19 @@ scale_type40 = absolute // scale_y40 = 540 scale_x40 = 800 scale_y40 = 600 +float_framebuffer40 = true alias40 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader41 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input41 = true filter_linear41 = true +float_framebuffer41 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader42 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear42 = true +float_framebuffer42 = true alias42 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -236,6 +239,7 @@ filter_linear43 = true scale_type43 = absolute scale_x43 = 128 scale_y43 = 128 +float_framebuffer43 = true alias43 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -247,13 +251,13 @@ filter_linear44 = true scale_type44 = absolute scale_x44 = 12 scale_y44 = 12 +float_framebuffer44 = true alias44 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader45 = ../../shaders/base/reflection.slang scale_type45 = viewport -float_framebuffer45 = true -alias45 = "BR_CRTAndReflectionPass" +alias45 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -270,7 +274,7 @@ float_framebuffer47 = true alias47 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader48 = ../../shaders/base/combine-passes.slang +shader48 = ../../shaders/base/combine-passes-hdr.slang scale_type48 = viewport alias48 = "CombinePass" // Define textures to be used by the different passes @@ -364,28 +368,31 @@ TopLayerImage_mipmap = 1 // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 -// SMOOTH-ADV -HSM_DEDITHER_MODE = 1 - -HSM_SCALEFX_ON = 1 - -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 -HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 - -ntsc_scale = 0.4 - -shadowMask = 3 - // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" +// SMOOTH-ADV +HSM_DEDITHER_MODE = "3.000000" + +HSM_SCALEFX_ON = 1 + +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 +HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 + +ntsc_scale = 0.4 + +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON.slangp index a03b055..d8f8036 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__0__SMOOTH-ADV__MEGATRON.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = refpass @@ -124,9 +125,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -135,22 +137,19 @@ scale_x30 = 1.0 scale_y30 = 1.0 shader31 = ../../shaders/base/stock.slang -filter_linear31 = true -scale_type31 = source -scale_x31 = 1.0 -scale_y31 = 1.0 +float_framebuffer31 = true alias31 = "PrePass" -mipmap_input31 = true shader32 = ../../shaders/guest/hsm-avg-lum.slang filter_linear32 = true scale_type32 = source scale32 = 1.0 mipmap_input32 = true +float_framebuffer32 = true alias32 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader33 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader33 = ../../shaders/guest/hsm-interlace.slang filter_linear33 = true scale_type33 = source scale33 = 1.0 @@ -181,19 +180,20 @@ shader36 = "../../shaders/megatron/crt-sony-megatron.slang" filter_linear36 = "false" wrap_mode36 = "clamp_to_border" mipmap_input36 = "false" -alias36 = "" -float_framebuffer36 = "false" -srgb_framebuffer36 = "false" scale_type36 = "viewport" +float_framebuffer36 = "true" +alias36 = "CRTPass" shader37 = ../../shaders/base/post-crt-prep-image-layers.slang -alias37 = "MBZ_PostCRTPass" +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader38 = ../../shaders/base/linearize-crt.slang +shader38 = ../../shaders/base/linearize-crt-hdr.slang mipmap_input38 = true filter_linear38 = true scale_type38 = absolute @@ -203,16 +203,19 @@ scale_type38 = absolute // scale_y38 = 540 scale_x38 = 800 scale_y38 = 600 +float_framebuffer38 = true alias38 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader39 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input39 = true filter_linear39 = true +float_framebuffer39 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader40 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear40 = true +float_framebuffer40 = true alias40 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -224,6 +227,7 @@ filter_linear41 = true scale_type41 = absolute scale_x41 = 128 scale_y41 = 128 +float_framebuffer41 = true alias41 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -235,13 +239,13 @@ filter_linear42 = true scale_type42 = absolute scale_x42 = 12 scale_y42 = 12 +float_framebuffer42 = true alias42 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader43 = ../../shaders/base/reflection.slang scale_type43 = viewport -float_framebuffer43 = true -alias43 = "BR_CRTAndReflectionPass" +alias43 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -258,7 +262,7 @@ float_framebuffer45 = true alias45 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader46 = ../../shaders/base/combine-passes.slang +shader46 = ../../shaders/base/combine-passes-hdr.slang scale_type46 = viewport alias46 = "CombinePass" // Define textures to be used by the different passes @@ -352,25 +356,28 @@ TopLayerImage_mipmap = 1 // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 -// SMOOTH-ADV -HSM_DEDITHER_MODE = 1 - -HSM_SCALEFX_ON = 1 - -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 -HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 - -ntsc_scale = 0.4 - -shadowMask = 3 - // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" +// SMOOTH-ADV +HSM_DEDITHER_MODE = "3.000000" + +HSM_SCALEFX_ON = 1 + +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 +HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 + +ntsc_scale = 0.4 + +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-RESHADE-FX__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-RESHADE-FX__GDV.slangp index 45df61a..4ee0b9b 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-RESHADE-FX__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-RESHADE-FX__GDV.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -80,20 +81,20 @@ filter_linear20 = "true" wrap_mode20 = "clamp_to_border" mipmap_input20 = "false" alias20 = "SamplerBloom1" -float_framebuffer20 = "true" srgb_framebuffer20 = "false" scale_type_x20 = "source" scale_x20 = "4.000000" scale_type_y20 = "source" scale_y20 = "4.000000" +float_framebuffer20 = "true" shader21 = "../../../../reshade/shaders/bloom/BloomPass1.slang" filter_linear21 = "true" wrap_mode21 = "clamp_to_border" mipmap_input21 = "false" alias21 = "SamplerBloom2" -float_framebuffer21 = "true" srgb_framebuffer21 = "false" +float_framebuffer21 = "true" shader22 = "../../../../reshade/shaders/bloom/BloomPass2.slang" filter_linear22 = "true" @@ -101,7 +102,6 @@ wrap_mode22 = "clamp_to_border" mipmap_input22 = "false" alias22 = "SamplerBloom3" float_framebuffer22 = "true" -srgb_framebuffer22 = "false" shader23 = "../../../../reshade/shaders/bloom/BloomPass3.slang" filter_linear23 = "true" @@ -109,7 +109,6 @@ wrap_mode23 = "clamp_to_border" mipmap_input23 = "false" alias23 = "SamplerBloom4" float_framebuffer23 = "true" -srgb_framebuffer23 = "false" shader24 = "../../../../reshade/shaders/bloom/BloomPass4.slang" filter_linear24 = "true" @@ -117,7 +116,6 @@ wrap_mode24 = "clamp_to_border" mipmap_input24 = "false" alias24 = "SamplerBloom5" float_framebuffer24 = "true" -srgb_framebuffer24 = "false" shader25 = "../../../../reshade/shaders/bloom/LensFlarePass0.slang" filter_linear25 = "true" @@ -125,7 +123,6 @@ wrap_mode25 = "clamp_to_border" mipmap_input25 = "false" alias25 = "LensFlare1" float_framebuffer25 = "true" -srgb_framebuffer25 = "false" shader26 = "../../../../reshade/shaders/bloom/LensFlarePass1.slang" filter_linear26 = "true" @@ -133,7 +130,6 @@ wrap_mode26 = "clamp_to_border" mipmap_input26 = "false" alias26 = "LensFlare2" float_framebuffer26 = "true" -srgb_framebuffer26 = "false" shader27 = "../../../../reshade/shaders/bloom/LensFlarePass2.slang" filter_linear27 = "true" @@ -141,19 +137,17 @@ wrap_mode27 = "clamp_to_border" mipmap_input27 = "false" alias27 = "LensFlare3" float_framebuffer27 = "true" -srgb_framebuffer27 = "false" shader28 = "../../../../reshade/shaders/bloom/LightingCombine.slang" filter_linear28 = "true" wrap_mode28 = "clamp_to_border" mipmap_input28 = "false" alias28 = "" -float_framebuffer28 = "false" -srgb_framebuffer28 = "false" scale_type_x28 = "source" scale_x28 = "0.250000" scale_type_y28 = "source" scale_y28 = "0.250000" +float_framebuffer28 = "true" shader29 = ../../shaders/base/stock.slang alias29 = "PreCRTPass" @@ -173,9 +167,10 @@ scale31 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader32 = ../../shaders/dogway/hsm-grade.slang -filter_linear32 = true +filter_linear32 = false scale_type32 = source scale32 = 1.0 +alias32 = "ColorCorrectPass" shader33 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear33 = true @@ -242,19 +237,23 @@ alias40 = BloomPass shader41 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear41 = true -float_framebuffer41 = true scale_type41 = viewport scale_x41 = 1.0 scale_y41 = 1.0 +float_framebuffer41 = true shader42 = ../../shaders/guest/hsm-deconvergence.slang filter_linear42 = true scale_type42 = viewport scale_x42 = 1.0 scale_y42 = 1.0 +float_framebuffer42 = true +alias42 = "CRTPass" shader43 = ../../shaders/base/post-crt-prep-image-layers.slang -alias43 = "MBZ_PostCRTPass" +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -270,16 +269,19 @@ scale_type44 = absolute // scale_y44 = 540 scale_x44 = 800 scale_y44 = 600 +float_framebuffer44 = true alias44 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader45 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input45 = true filter_linear45 = true +float_framebuffer45 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader46 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear46 = true +float_framebuffer46 = true alias46 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -291,6 +293,7 @@ filter_linear47 = true scale_type47 = absolute scale_x47 = 128 scale_y47 = 128 +float_framebuffer47 = true alias47 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -302,13 +305,13 @@ filter_linear48 = true scale_type48 = absolute scale_x48 = 12 scale_y48 = 12 +float_framebuffer48 = true alias48 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader49 = ../../shaders/base/reflection.slang scale_type49 = viewport -float_framebuffer49 = true -alias49 = "BR_CRTAndReflectionPass" +alias49 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-SUPER-XBR__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-SUPER-XBR__GDV-NTSC.slangp index 8a3b4e6..96f61dc 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-SUPER-XBR__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-SUPER-XBR__GDV-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang // filter_linear18 = "false" @@ -138,9 +139,10 @@ scale26 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader27 = ../../shaders/dogway/hsm-grade.slang -filter_linear27 = true +filter_linear27 = false scale_type27 = source scale27 = 1.0 +alias27 = "ColorCorrectPass" shader28 = ../../shaders/base/stock.slang alias28 = "PrePass0" @@ -238,23 +240,27 @@ scale_x40 = 640.0 scale_type_y40 = absolute scale_y40 = 480.0 float_framebuffer40 = true -alias40 = BloomPass +alias40 = BloomPass shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear41 = true -float_framebuffer41 = true scale_type41 = viewport scale_x41 = 1.0 scale_y41 = 1.0 +float_framebuffer41 = true shader42 = ../../shaders/guest/hsm-deconvergence.slang filter_linear42 = true scale_type42 = viewport scale_x42 = 1.0 scale_y42 = 1.0 +float_framebuffer42 = true +alias42 = "CRTPass" shader43 = ../../shaders/base/post-crt-prep-image-layers.slang -alias43 = "MBZ_PostCRTPass" +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -270,16 +276,19 @@ scale_type44 = absolute // scale_y44 = 540 scale_x44 = 800 scale_y44 = 600 +float_framebuffer44 = true alias44 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader45 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input45 = true filter_linear45 = true +float_framebuffer45 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader46 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear46 = true +float_framebuffer46 = true alias46 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -291,6 +300,7 @@ filter_linear47 = true scale_type47 = absolute scale_x47 = 128 scale_y47 = 128 +float_framebuffer47 = true alias47 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -302,13 +312,13 @@ filter_linear48 = true scale_type48 = absolute scale_x48 = 12 scale_y48 = 12 +float_framebuffer48 = true alias48 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader49 = ../../shaders/base/reflection.slang scale_type49 = viewport -float_framebuffer49 = true -alias49 = "BR_CRTAndReflectionPass" +alias49 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -424,8 +434,6 @@ GAMMA_INPUT = 2.0 gamma_out = 1.95 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -437,9 +445,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -453,3 +461,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-SUPER-XBR__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-SUPER-XBR__GDV.slangp index 00acaf5..67cc283 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-SUPER-XBR__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV-SUPER-XBR__GDV.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang // filter_linear18 = "false" @@ -152,9 +153,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -221,19 +223,23 @@ alias37 = BloomPass shader38 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear38 = true -float_framebuffer38 = true scale_type38 = viewport scale_x38 = 1.0 scale_y38 = 1.0 +float_framebuffer38 = true shader39 = ../../shaders/guest/hsm-deconvergence.slang filter_linear39 = true scale_type39 = viewport scale_x39 = 1.0 scale_y39 = 1.0 +float_framebuffer39 = true +alias39 = "CRTPass" shader40 = ../../shaders/base/post-crt-prep-image-layers.slang -alias40 = "MBZ_PostCRTPass" +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -249,16 +255,19 @@ scale_type41 = absolute // scale_y41 = 540 scale_x41 = 800 scale_y41 = 600 +float_framebuffer41 = true alias41 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader42 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input42 = true filter_linear42 = true +float_framebuffer42 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader43 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear43 = true +float_framebuffer43 = true alias43 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -270,6 +279,7 @@ filter_linear44 = true scale_type44 = absolute scale_x44 = 128 scale_y44 = 128 +float_framebuffer44 = true alias44 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -281,13 +291,13 @@ filter_linear45 = true scale_type45 = absolute scale_x45 = 12 scale_y45 = 12 +float_framebuffer45 = true alias45 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader46 = ../../shaders/base/reflection.slang scale_type46 = viewport -float_framebuffer46 = true -alias46 = "BR_CRTAndReflectionPass" +alias46 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -399,8 +409,6 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -412,9 +420,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -428,3 +436,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__EASYMODE.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__EASYMODE.slangp index 2f2ad6a..2832c70 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__EASYMODE.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__EASYMODE.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -93,9 +94,10 @@ scale22 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader23 = ../../shaders/dogway/hsm-grade.slang -filter_linear23 = true +filter_linear23 = false scale_type23 = source scale23 = 1.0 +alias23 = "ColorCorrectPass" shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true @@ -143,9 +145,14 @@ shader31 = ../../shaders/easymode/hsm-crt-easymode-halation.slang filter_linear31 = true scale_type31 = viewport float_framebuffer31 = true +alias31 = "CRTPass" + +g_gamma_out = 2.45 shader32 = ../../shaders/base/post-crt-prep-image-layers.slang -alias32 = "MBZ_PostCRTPass" +scale_type32 = viewport +float_framebuffer32 = true +alias32 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -161,16 +168,19 @@ scale_type33 = absolute // scale_y33 = 540 scale_x33 = 800 scale_y33 = 600 +float_framebuffer33 = true alias33 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader34 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input34 = true filter_linear34 = true +float_framebuffer34 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader35 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear35 = true +float_framebuffer35 = true alias35 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -182,6 +192,7 @@ filter_linear36 = true scale_type36 = absolute scale_x36 = 128 scale_y36 = 128 +float_framebuffer36 = true alias36 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -193,13 +204,13 @@ filter_linear37 = true scale_type37 = absolute scale_x37 = 12 scale_y37 = 12 +float_framebuffer37 = true alias37 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader38 = ../../shaders/base/reflection.slang scale_type38 = viewport -float_framebuffer38 = true -alias38 = "BR_CRTAndReflectionPass" +alias38 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI-NTSC.slangp index 050e6ed..4e1dd66 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = "PreCRTPass" @@ -79,9 +80,10 @@ scale20 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader21 = ../../shaders/dogway/hsm-grade.slang -filter_linear21 = true +filter_linear21 = false scale_type21 = source scale21 = 1.0 +alias21 = "ColorCorrectPass" shader22 = ../../shaders/base/stock.slang alias22 = "PrePass0" @@ -139,17 +141,24 @@ float_framebuffer29 = true alias29 = "LinearizePass" shader30 = ../../shaders/base/delinearize.slang +scale_type30 = source +float_framebuffer30 = "true" shader31 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang scale_type31 = viewport scale_x31 = 1.0 scale_y31 = 1.0 filter_linear31 = true +float_framebuffer31 = "true" +alias31 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 shader32 = ../../shaders/base/post-crt-prep-image-layers.slang -alias32 = "MBZ_PostCRTPass" +scale_type32 = viewport +float_framebuffer32 = true +alias32 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -165,16 +174,19 @@ scale_type33 = absolute // scale_y33 = 540 scale_x33 = 800 scale_y33 = 600 +float_framebuffer33 = true alias33 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader34 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input34 = true filter_linear34 = true +float_framebuffer34 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader35 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear35 = true +float_framebuffer35 = true alias35 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -186,6 +198,7 @@ filter_linear36 = true scale_type36 = absolute scale_x36 = 128 scale_y36 = 128 +float_framebuffer36 = true alias36 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -197,13 +210,13 @@ filter_linear37 = true scale_type37 = absolute scale_x37 = 12 scale_y37 = 12 +float_framebuffer37 = true alias37 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader38 = ../../shaders/base/reflection.slang scale_type38 = viewport -float_framebuffer38 = true -alias38 = "BR_CRTAndReflectionPass" +alias38 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI.slangp index 8bed660..a99e337 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-MINI.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -93,9 +94,10 @@ scale22 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader23 = ../../shaders/dogway/hsm-grade.slang -filter_linear23 = true +filter_linear23 = false scale_type23 = source scale23 = 1.0 +alias23 = "ColorCorrectPass" shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true @@ -127,17 +129,24 @@ float_framebuffer27 = true alias27 = "LinearizePass" shader28 = ../../shaders/base/delinearize.slang +scale_type28 = source +float_framebuffer28 = "true" shader29 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang scale_type29 = viewport scale_x29 = 1.0 scale_y29 = 1.0 filter_linear29 = true +float_framebuffer29 = "true" +alias29 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 shader30 = ../../shaders/base/post-crt-prep-image-layers.slang -alias30 = "MBZ_PostCRTPass" +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -153,16 +162,19 @@ scale_type31 = absolute // scale_y31 = 540 scale_x31 = 800 scale_y31 = 600 +float_framebuffer31 = true alias31 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader32 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input32 = true filter_linear32 = true +float_framebuffer32 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader33 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear33 = true +float_framebuffer33 = true alias33 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -174,6 +186,7 @@ filter_linear34 = true scale_type34 = absolute scale_x34 = 128 scale_y34 = 128 +float_framebuffer34 = true alias34 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -185,13 +198,13 @@ filter_linear35 = true scale_type35 = absolute scale_x35 = 12 scale_y35 = 12 +float_framebuffer35 = true alias35 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader36 = ../../shaders/base/reflection.slang scale_type36 = viewport -float_framebuffer36 = true -alias36 = "BR_CRTAndReflectionPass" +alias36 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-NTSC.slangp index 3db88d7..59d954f 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = "PreCRTPass" @@ -79,9 +80,10 @@ scale20 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader21 = ../../shaders/dogway/hsm-grade.slang -filter_linear21 = true +filter_linear21 = false scale_type21 = source scale21 = 1.0 +alias21 = "ColorCorrectPass" shader22 = ../../shaders/base/stock.slang alias22 = "PrePass0" @@ -179,23 +181,27 @@ scale_x34 = 640.0 scale_type_y34 = absolute scale_y34 = 480.0 float_framebuffer34 = true -alias34 = BloomPass +alias34 = BloomPass shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear35 = true -float_framebuffer35 = true scale_type35 = viewport scale_x35 = 1.0 scale_y35 = 1.0 +float_framebuffer35 = true shader36 = ../../shaders/guest/hsm-deconvergence.slang filter_linear36 = true scale_type36 = viewport scale_x36 = 1.0 scale_y36 = 1.0 +float_framebuffer36 = true +alias36 = "CRTPass" shader37 = ../../shaders/base/post-crt-prep-image-layers.slang -alias37 = "MBZ_PostCRTPass" +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -211,16 +217,19 @@ scale_type38 = absolute // scale_y38 = 540 scale_x38 = 800 scale_y38 = 600 +float_framebuffer38 = true alias38 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader39 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input39 = true filter_linear39 = true +float_framebuffer39 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader40 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear40 = true +float_framebuffer40 = true alias40 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -232,6 +241,7 @@ filter_linear41 = true scale_type41 = absolute scale_x41 = 128 scale_y41 = 128 +float_framebuffer41 = true alias41 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -243,13 +253,13 @@ filter_linear42 = true scale_type42 = absolute scale_x42 = 12 scale_y42 = 12 +float_framebuffer42 = true alias42 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader43 = ../../shaders/base/reflection.slang scale_type43 = viewport -float_framebuffer43 = true -alias43 = "BR_CRTAndReflectionPass" +alias43 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV.slangp index 51fac52..6506195 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -93,9 +94,10 @@ scale22 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader23 = ../../shaders/dogway/hsm-grade.slang -filter_linear23 = true +filter_linear23 = false scale_type23 = source scale23 = 1.0 +alias23 = "ColorCorrectPass" shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true @@ -162,19 +164,23 @@ alias31 = BloomPass shader32 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear32 = true -float_framebuffer32 = true scale_type32 = viewport scale_x32 = 1.0 scale_y32 = 1.0 +float_framebuffer32 = true shader33 = ../../shaders/guest/hsm-deconvergence.slang filter_linear33 = true scale_type33 = viewport scale_x33 = 1.0 scale_y33 = 1.0 +float_framebuffer33 = true +alias33 = "CRTPass" shader34 = ../../shaders/base/post-crt-prep-image-layers.slang -alias34 = "MBZ_PostCRTPass" +scale_type34 = viewport +float_framebuffer34 = true +alias34 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -190,16 +196,19 @@ scale_type35 = absolute // scale_y35 = 540 scale_x35 = 800 scale_y35 = 600 +float_framebuffer35 = true alias35 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader36 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input36 = true filter_linear36 = true +float_framebuffer36 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader37 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear37 = true +float_framebuffer37 = true alias37 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -211,6 +220,7 @@ filter_linear38 = true scale_type38 = absolute scale_x38 = 128 scale_y38 = 128 +float_framebuffer38 = true alias38 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -222,13 +232,13 @@ filter_linear39 = true scale_type39 = absolute scale_x39 = 12 scale_y39 = 12 +float_framebuffer39 = true alias39 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader40 = ../../shaders/base/reflection.slang scale_type40 = viewport -float_framebuffer40 = true -alias40 = "BR_CRTAndReflectionPass" +alias40 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__LCD-GRID.slangp index 385386f..fcc35ab 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__LCD-GRID.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -93,9 +94,10 @@ scale22 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader23 = ../../shaders/dogway/hsm-grade.slang -filter_linear23 = true +filter_linear23 = false scale_type23 = source scale23 = 1.0 +alias23 = "ColorCorrectPass" shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true @@ -127,14 +129,19 @@ float_framebuffer27 = true alias27 = "LinearizePass" shader28 = ../../shaders/base/delinearize.slang +float_framebuffer28 = "true" shader29 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang filter_linear29 = "false" scale_type29 = "viewport" scale29 = "1.0" +float_framebuffer29 = "true" +alias29 = "CRTPass" shader30 = ../../shaders/base/post-crt-prep-image-layers.slang -alias30 = "MBZ_PostCRTPass" +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -150,16 +157,19 @@ scale_type31 = absolute // scale_y31 = 540 scale_x31 = 800 scale_y31 = 600 +float_framebuffer31 = true alias31 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader32 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input32 = true filter_linear32 = true +float_framebuffer32 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader33 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear33 = true +float_framebuffer33 = true alias33 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -171,6 +181,7 @@ filter_linear34 = true scale_type34 = absolute scale_x34 = 128 scale_y34 = 128 +float_framebuffer34 = true alias34 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -182,13 +193,13 @@ filter_linear35 = true scale_type35 = absolute scale_x35 = 12 scale_y35 = 12 +float_framebuffer35 = true alias35 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader36 = ../../shaders/base/reflection.slang scale_type36 = viewport -float_framebuffer36 = true -alias36 = "BR_CRTAndReflectionPass" +alias36 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON-NTSC.slangp index e5cd610..8e31627 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = "PreCRTPass" @@ -79,9 +80,10 @@ scale20 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader21 = ../../shaders/dogway/hsm-grade.slang -filter_linear21 = true +filter_linear21 = false scale_type21 = source scale21 = 1.0 +alias21 = "ColorCorrectPass" shader22 = ../../shaders/base/stock.slang alias22 = "PrePass0" @@ -116,22 +118,19 @@ scale_x26 = 1.0 scale_y26 = 1.0 shader27 = ../../shaders/base/stock.slang -filter_linear27 = true -scale_type27 = source -scale_x27 = 1.0 -scale_y27 = 1.0 +float_framebuffer27 = true alias27 = "PrePass" -mipmap_input27 = true shader28 = ../../shaders/guest/hsm-avg-lum.slang filter_linear28 = true scale_type28 = source scale28 = 1.0 mipmap_input28 = true +float_framebuffer28 = true alias28 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader29 = ../../shaders/guest/hsm-interlace.slang filter_linear29 = true scale_type29 = source scale29 = 1.0 @@ -162,19 +161,20 @@ shader32 = "../../shaders/megatron/crt-sony-megatron.slang" filter_linear32 = "false" wrap_mode32 = "clamp_to_border" mipmap_input32 = "false" -alias32 = "" -float_framebuffer32 = "false" -srgb_framebuffer32 = "false" scale_type32 = "viewport" +float_framebuffer32 = "true" +alias32 = "CRTPass" shader33 = ../../shaders/base/post-crt-prep-image-layers.slang -alias33 = "MBZ_PostCRTPass" +scale_type33 = viewport +float_framebuffer33 = true +alias33 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader34 = ../../shaders/base/linearize-crt.slang +shader34 = ../../shaders/base/linearize-crt-hdr.slang mipmap_input34 = true filter_linear34 = true scale_type34 = absolute @@ -184,16 +184,19 @@ scale_type34 = absolute // scale_y34 = 540 scale_x34 = 800 scale_y34 = 600 +float_framebuffer34 = true alias34 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader35 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input35 = true filter_linear35 = true +float_framebuffer35 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader36 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear36 = true +float_framebuffer36 = true alias36 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -205,6 +208,7 @@ filter_linear37 = true scale_type37 = absolute scale_x37 = 128 scale_y37 = 128 +float_framebuffer37 = true alias37 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -216,13 +220,13 @@ filter_linear38 = true scale_type38 = absolute scale_x38 = 12 scale_y38 = 12 +float_framebuffer38 = true alias38 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader39 = ../../shaders/base/reflection.slang scale_type39 = viewport -float_framebuffer39 = true -alias39 = "BR_CRTAndReflectionPass" +alias39 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -239,7 +243,7 @@ float_framebuffer41 = true alias41 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader42 = ../../shaders/base/combine-passes.slang +shader42 = ../../shaders/base/combine-passes-hdr.slang scale_type42 = viewport alias42 = "CombinePass" // Define textures to be used by the different passes @@ -335,12 +339,11 @@ TopLayerImage_mipmap = 1 // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON.slangp index 341731e..8119369 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__MEGATRON.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -93,9 +94,10 @@ scale22 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader23 = ../../shaders/dogway/hsm-grade.slang -filter_linear23 = true +filter_linear23 = false scale_type23 = source scale23 = 1.0 +alias23 = "ColorCorrectPass" shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true @@ -104,22 +106,19 @@ scale_x24 = 1.0 scale_y24 = 1.0 shader25 = ../../shaders/base/stock.slang -filter_linear25 = true -scale_type25 = source -scale_x25 = 1.0 -scale_y25 = 1.0 +float_framebuffer25 = true alias25 = "PrePass" -mipmap_input25 = true shader26 = ../../shaders/guest/hsm-avg-lum.slang filter_linear26 = true scale_type26 = source scale26 = 1.0 mipmap_input26 = true +float_framebuffer26 = true alias26 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader27 = ../../shaders/guest/hsm-interlace.slang filter_linear27 = true scale_type27 = source scale27 = 1.0 @@ -150,19 +149,20 @@ shader30 = "../../shaders/megatron/crt-sony-megatron.slang" filter_linear30 = "false" wrap_mode30 = "clamp_to_border" mipmap_input30 = "false" -alias30 = "" -float_framebuffer30 = "false" -srgb_framebuffer30 = "false" scale_type30 = "viewport" +float_framebuffer30 = "true" +alias30 = "CRTPass" shader31 = ../../shaders/base/post-crt-prep-image-layers.slang -alias31 = "MBZ_PostCRTPass" +scale_type31 = viewport +float_framebuffer31 = true +alias31 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader32 = ../../shaders/base/linearize-crt.slang +shader32 = ../../shaders/base/linearize-crt-hdr.slang mipmap_input32 = true filter_linear32 = true scale_type32 = absolute @@ -172,16 +172,19 @@ scale_type32 = absolute // scale_y32 = 540 scale_x32 = 800 scale_y32 = 600 +float_framebuffer32 = true alias32 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader33 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input33 = true filter_linear33 = true +float_framebuffer33 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader34 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear34 = true +float_framebuffer34 = true alias34 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -193,6 +196,7 @@ filter_linear35 = true scale_type35 = absolute scale_x35 = 128 scale_y35 = 128 +float_framebuffer35 = true alias35 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -204,13 +208,13 @@ filter_linear36 = true scale_type36 = absolute scale_x36 = 12 scale_y36 = 12 +float_framebuffer36 = true alias36 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader37 = ../../shaders/base/reflection.slang scale_type37 = viewport -float_framebuffer37 = true -alias37 = "BR_CRTAndReflectionPass" +alias37 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -227,7 +231,7 @@ float_framebuffer39 = true alias39 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader40 = ../../shaders/base/combine-passes.slang +shader40 = ../../shaders/base/combine-passes-hdr.slang scale_type40 = viewport alias40 = "CombinePass" // Define textures to be used by the different passes @@ -323,9 +327,8 @@ TopLayerImage_mipmap = 1 // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-RESHADE-FX__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-RESHADE-FX__GDV.slangp index 8741f3a..40e9e3b 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-RESHADE-FX__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-RESHADE-FX__GDV.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -80,20 +81,20 @@ filter_linear20 = "true" wrap_mode20 = "clamp_to_border" mipmap_input20 = "false" alias20 = "SamplerBloom1" -float_framebuffer20 = "true" srgb_framebuffer20 = "false" scale_type_x20 = "source" scale_x20 = "4.000000" scale_type_y20 = "source" scale_y20 = "4.000000" +float_framebuffer20 = "true" shader21 = "../../../../reshade/shaders/bloom/BloomPass1.slang" filter_linear21 = "true" wrap_mode21 = "clamp_to_border" mipmap_input21 = "false" alias21 = "SamplerBloom2" -float_framebuffer21 = "true" srgb_framebuffer21 = "false" +float_framebuffer21 = "true" shader22 = "../../../../reshade/shaders/bloom/BloomPass2.slang" filter_linear22 = "true" @@ -101,7 +102,6 @@ wrap_mode22 = "clamp_to_border" mipmap_input22 = "false" alias22 = "SamplerBloom3" float_framebuffer22 = "true" -srgb_framebuffer22 = "false" shader23 = "../../../../reshade/shaders/bloom/BloomPass3.slang" filter_linear23 = "true" @@ -109,7 +109,6 @@ wrap_mode23 = "clamp_to_border" mipmap_input23 = "false" alias23 = "SamplerBloom4" float_framebuffer23 = "true" -srgb_framebuffer23 = "false" shader24 = "../../../../reshade/shaders/bloom/BloomPass4.slang" filter_linear24 = "true" @@ -117,7 +116,6 @@ wrap_mode24 = "clamp_to_border" mipmap_input24 = "false" alias24 = "SamplerBloom5" float_framebuffer24 = "true" -srgb_framebuffer24 = "false" shader25 = "../../../../reshade/shaders/bloom/LensFlarePass0.slang" filter_linear25 = "true" @@ -125,7 +123,6 @@ wrap_mode25 = "clamp_to_border" mipmap_input25 = "false" alias25 = "LensFlare1" float_framebuffer25 = "true" -srgb_framebuffer25 = "false" shader26 = "../../../../reshade/shaders/bloom/LensFlarePass1.slang" filter_linear26 = "true" @@ -133,7 +130,6 @@ wrap_mode26 = "clamp_to_border" mipmap_input26 = "false" alias26 = "LensFlare2" float_framebuffer26 = "true" -srgb_framebuffer26 = "false" shader27 = "../../../../reshade/shaders/bloom/LensFlarePass2.slang" filter_linear27 = "true" @@ -141,19 +137,17 @@ wrap_mode27 = "clamp_to_border" mipmap_input27 = "false" alias27 = "LensFlare3" float_framebuffer27 = "true" -srgb_framebuffer27 = "false" shader28 = "../../../../reshade/shaders/bloom/LightingCombine.slang" filter_linear28 = "true" wrap_mode28 = "clamp_to_border" mipmap_input28 = "false" alias28 = "" -float_framebuffer28 = "false" -srgb_framebuffer28 = "false" scale_type_x28 = "source" scale_x28 = "0.250000" scale_type_y28 = "source" scale_y28 = "0.250000" +float_framebuffer28 = "true" shader29 = ../../shaders/base/stock.slang alias29 = "PreCRTPass" @@ -173,9 +167,10 @@ scale31 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader32 = ../../shaders/dogway/hsm-grade.slang -filter_linear32 = true +filter_linear32 = false scale_type32 = source scale32 = 1.0 +alias32 = "ColorCorrectPass" shader33 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear33 = true @@ -242,19 +237,23 @@ alias40 = BloomPass shader41 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear41 = true -float_framebuffer41 = true scale_type41 = viewport scale_x41 = 1.0 scale_y41 = 1.0 +float_framebuffer41 = true shader42 = ../../shaders/guest/hsm-deconvergence.slang filter_linear42 = true scale_type42 = viewport scale_x42 = 1.0 scale_y42 = 1.0 +float_framebuffer42 = true +alias42 = "CRTPass" shader43 = ../../shaders/base/post-crt-prep-glass.slang -alias43 = "MBZ_PostCRTPass" +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -270,16 +269,19 @@ scale_type44 = absolute // scale_y44 = 540 scale_x44 = 800 scale_y44 = 600 +float_framebuffer44 = true alias44 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader45 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input45 = true filter_linear45 = true +float_framebuffer45 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader46 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear46 = true +float_framebuffer46 = true alias46 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -291,6 +293,7 @@ filter_linear47 = true scale_type47 = absolute scale_x47 = 128 scale_y47 = 128 +float_framebuffer47 = true alias47 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -302,12 +305,14 @@ filter_linear48 = true scale_type48 = absolute scale_x48 = 12 scale_y48 = 12 +float_framebuffer48 = true alias48 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader49 = ../../shaders/base/reflection-glass.slang scale_type49 = viewport -alias49 = "BR_CRTAndReflectionPass" +srgb_framebuffer49 = true +alias49 = "ReflectionPass" // Define textures to be used by the different passes textures = "Dirt;Sprite;SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-SUPER-XBR__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-SUPER-XBR__GDV-NTSC.slangp index 4a5a23a..3d26f81 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-SUPER-XBR__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-SUPER-XBR__GDV-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang // filter_linear18 = "false" @@ -138,9 +139,10 @@ scale26 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader27 = ../../shaders/dogway/hsm-grade.slang -filter_linear27 = true +filter_linear27 = false scale_type27 = source scale27 = 1.0 +alias27 = "ColorCorrectPass" shader28 = ../../shaders/base/stock.slang alias28 = "PrePass0" @@ -238,23 +240,27 @@ scale_x40 = 640.0 scale_type_y40 = absolute scale_y40 = 480.0 float_framebuffer40 = true -alias40 = BloomPass +alias40 = BloomPass shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear41 = true -float_framebuffer41 = true scale_type41 = viewport scale_x41 = 1.0 scale_y41 = 1.0 +float_framebuffer41 = true shader42 = ../../shaders/guest/hsm-deconvergence.slang filter_linear42 = true scale_type42 = viewport scale_x42 = 1.0 scale_y42 = 1.0 +float_framebuffer42 = true +alias42 = "CRTPass" shader43 = ../../shaders/base/post-crt-prep-glass.slang -alias43 = "MBZ_PostCRTPass" +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -270,16 +276,19 @@ scale_type44 = absolute // scale_y44 = 540 scale_x44 = 800 scale_y44 = 600 +float_framebuffer44 = true alias44 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader45 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input45 = true filter_linear45 = true +float_framebuffer45 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader46 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear46 = true +float_framebuffer46 = true alias46 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -291,6 +300,7 @@ filter_linear47 = true scale_type47 = absolute scale_x47 = 128 scale_y47 = 128 +float_framebuffer47 = true alias47 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -302,12 +312,14 @@ filter_linear48 = true scale_type48 = absolute scale_x48 = 12 scale_y48 = 12 +float_framebuffer48 = true alias48 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader49 = ../../shaders/base/reflection-glass.slang scale_type49 = viewport -alias49 = "BR_CRTAndReflectionPass" +srgb_framebuffer49 = true +alias49 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -440,8 +452,6 @@ GAMMA_INPUT = 2.0 gamma_out = 1.95 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -453,9 +463,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -469,3 +479,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-SUPER-XBR__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-SUPER-XBR__GDV.slangp index bbcf942..a4fb994 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-SUPER-XBR__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS-SUPER-XBR__GDV.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang // filter_linear18 = "false" @@ -152,9 +153,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -221,19 +223,23 @@ alias37 = BloomPass shader38 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear38 = true -float_framebuffer38 = true scale_type38 = viewport scale_x38 = 1.0 scale_y38 = 1.0 +float_framebuffer38 = true shader39 = ../../shaders/guest/hsm-deconvergence.slang filter_linear39 = true scale_type39 = viewport scale_x39 = 1.0 scale_y39 = 1.0 +float_framebuffer39 = true +alias39 = "CRTPass" shader40 = ../../shaders/base/post-crt-prep-glass.slang -alias40 = "MBZ_PostCRTPass" +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -249,16 +255,19 @@ scale_type41 = absolute // scale_y41 = 540 scale_x41 = 800 scale_y41 = 600 +float_framebuffer41 = true alias41 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader42 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input42 = true filter_linear42 = true +float_framebuffer42 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader43 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear43 = true +float_framebuffer43 = true alias43 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -270,6 +279,7 @@ filter_linear44 = true scale_type44 = absolute scale_x44 = 128 scale_y44 = 128 +float_framebuffer44 = true alias44 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -281,12 +291,14 @@ filter_linear45 = true scale_type45 = absolute scale_x45 = 12 scale_y45 = 12 +float_framebuffer45 = true alias45 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader46 = ../../shaders/base/reflection-glass.slang scale_type46 = viewport -alias46 = "BR_CRTAndReflectionPass" +srgb_framebuffer46 = true +alias46 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -415,8 +427,6 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -428,9 +438,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -444,3 +454,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__EASYMODE.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__EASYMODE.slangp index 014dda6..cdf31fd 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__EASYMODE.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__EASYMODE.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -93,9 +94,10 @@ scale22 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader23 = ../../shaders/dogway/hsm-grade.slang -filter_linear23 = true +filter_linear23 = false scale_type23 = source scale23 = 1.0 +alias23 = "ColorCorrectPass" shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true @@ -143,9 +145,14 @@ shader31 = ../../shaders/easymode/hsm-crt-easymode-halation.slang filter_linear31 = true scale_type31 = viewport float_framebuffer31 = true +alias31 = "CRTPass" + +g_gamma_out = 2.45 shader32 = ../../shaders/base/post-crt-prep-glass.slang -alias32 = "MBZ_PostCRTPass" +scale_type32 = viewport +float_framebuffer32 = true +alias32 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -161,16 +168,19 @@ scale_type33 = absolute // scale_y33 = 540 scale_x33 = 800 scale_y33 = 600 +float_framebuffer33 = true alias33 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader34 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input34 = true filter_linear34 = true +float_framebuffer34 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader35 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear35 = true +float_framebuffer35 = true alias35 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -182,6 +192,7 @@ filter_linear36 = true scale_type36 = absolute scale_x36 = 128 scale_y36 = 128 +float_framebuffer36 = true alias36 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -193,12 +204,14 @@ filter_linear37 = true scale_type37 = absolute scale_x37 = 12 scale_y37 = 12 +float_framebuffer37 = true alias37 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader38 = ../../shaders/base/reflection-glass.slang scale_type38 = viewport -alias38 = "BR_CRTAndReflectionPass" +srgb_framebuffer38 = true +alias38 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI-NTSC.slangp index 4c921e1..9609c56 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = "PreCRTPass" @@ -79,9 +80,10 @@ scale20 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader21 = ../../shaders/dogway/hsm-grade.slang -filter_linear21 = true +filter_linear21 = false scale_type21 = source scale21 = 1.0 +alias21 = "ColorCorrectPass" shader22 = ../../shaders/base/stock.slang alias22 = "PrePass0" @@ -139,17 +141,24 @@ float_framebuffer29 = true alias29 = "LinearizePass" shader30 = ../../shaders/base/delinearize.slang +scale_type30 = source +float_framebuffer30 = "true" shader31 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang scale_type31 = viewport scale_x31 = 1.0 scale_y31 = 1.0 filter_linear31 = true +float_framebuffer31 = "true" +alias31 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 shader32 = ../../shaders/base/post-crt-prep-glass.slang -alias32 = "MBZ_PostCRTPass" +scale_type32 = viewport +float_framebuffer32 = true +alias32 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -165,16 +174,19 @@ scale_type33 = absolute // scale_y33 = 540 scale_x33 = 800 scale_y33 = 600 +float_framebuffer33 = true alias33 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader34 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input34 = true filter_linear34 = true +float_framebuffer34 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader35 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear35 = true +float_framebuffer35 = true alias35 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -186,6 +198,7 @@ filter_linear36 = true scale_type36 = absolute scale_x36 = 128 scale_y36 = 128 +float_framebuffer36 = true alias36 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -197,12 +210,14 @@ filter_linear37 = true scale_type37 = absolute scale_x37 = 12 scale_y37 = 12 +float_framebuffer37 = true alias37 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader38 = ../../shaders/base/reflection-glass.slang scale_type38 = viewport -alias38 = "BR_CRTAndReflectionPass" +srgb_framebuffer38 = true +alias38 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI.slangp index d922cf5..d0a8e67 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-MINI.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -93,9 +94,10 @@ scale22 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader23 = ../../shaders/dogway/hsm-grade.slang -filter_linear23 = true +filter_linear23 = false scale_type23 = source scale23 = 1.0 +alias23 = "ColorCorrectPass" shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true @@ -127,17 +129,24 @@ float_framebuffer27 = true alias27 = "LinearizePass" shader28 = ../../shaders/base/delinearize.slang +scale_type28 = source +float_framebuffer28 = "true" shader29 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang scale_type29 = viewport scale_x29 = 1.0 scale_y29 = 1.0 filter_linear29 = true +float_framebuffer29 = "true" +alias29 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 shader30 = ../../shaders/base/post-crt-prep-glass.slang -alias30 = "MBZ_PostCRTPass" +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -153,16 +162,19 @@ scale_type31 = absolute // scale_y31 = 540 scale_x31 = 800 scale_y31 = 600 +float_framebuffer31 = true alias31 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader32 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input32 = true filter_linear32 = true +float_framebuffer32 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader33 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear33 = true +float_framebuffer33 = true alias33 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -174,6 +186,7 @@ filter_linear34 = true scale_type34 = absolute scale_x34 = 128 scale_y34 = 128 +float_framebuffer34 = true alias34 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -185,12 +198,14 @@ filter_linear35 = true scale_type35 = absolute scale_x35 = 12 scale_y35 = 12 +float_framebuffer35 = true alias35 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader36 = ../../shaders/base/reflection-glass.slang scale_type36 = viewport -alias36 = "BR_CRTAndReflectionPass" +srgb_framebuffer36 = true +alias36 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-NTSC.slangp index 5d074d7..b35039c 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = "PreCRTPass" @@ -79,9 +80,10 @@ scale20 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader21 = ../../shaders/dogway/hsm-grade.slang -filter_linear21 = true +filter_linear21 = false scale_type21 = source scale21 = 1.0 +alias21 = "ColorCorrectPass" shader22 = ../../shaders/base/stock.slang alias22 = "PrePass0" @@ -179,23 +181,27 @@ scale_x34 = 640.0 scale_type_y34 = absolute scale_y34 = 480.0 float_framebuffer34 = true -alias34 = BloomPass +alias34 = BloomPass shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear35 = true -float_framebuffer35 = true scale_type35 = viewport scale_x35 = 1.0 scale_y35 = 1.0 +float_framebuffer35 = true shader36 = ../../shaders/guest/hsm-deconvergence.slang filter_linear36 = true scale_type36 = viewport scale_x36 = 1.0 scale_y36 = 1.0 +float_framebuffer36 = true +alias36 = "CRTPass" shader37 = ../../shaders/base/post-crt-prep-glass.slang -alias37 = "MBZ_PostCRTPass" +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -211,16 +217,19 @@ scale_type38 = absolute // scale_y38 = 540 scale_x38 = 800 scale_y38 = 600 +float_framebuffer38 = true alias38 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader39 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input39 = true filter_linear39 = true +float_framebuffer39 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader40 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear40 = true +float_framebuffer40 = true alias40 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -232,6 +241,7 @@ filter_linear41 = true scale_type41 = absolute scale_x41 = 128 scale_y41 = 128 +float_framebuffer41 = true alias41 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -243,12 +253,14 @@ filter_linear42 = true scale_type42 = absolute scale_x42 = 12 scale_y42 = 12 +float_framebuffer42 = true alias42 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader43 = ../../shaders/base/reflection-glass.slang scale_type43 = viewport -alias43 = "BR_CRTAndReflectionPass" +srgb_framebuffer43 = true +alias43 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV.slangp index 7388455..a046621 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -93,9 +94,10 @@ scale22 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader23 = ../../shaders/dogway/hsm-grade.slang -filter_linear23 = true +filter_linear23 = false scale_type23 = source scale23 = 1.0 +alias23 = "ColorCorrectPass" shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true @@ -162,19 +164,23 @@ alias31 = BloomPass shader32 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear32 = true -float_framebuffer32 = true scale_type32 = viewport scale_x32 = 1.0 scale_y32 = 1.0 +float_framebuffer32 = true shader33 = ../../shaders/guest/hsm-deconvergence.slang filter_linear33 = true scale_type33 = viewport scale_x33 = 1.0 scale_y33 = 1.0 +float_framebuffer33 = true +alias33 = "CRTPass" shader34 = ../../shaders/base/post-crt-prep-glass.slang -alias34 = "MBZ_PostCRTPass" +scale_type34 = viewport +float_framebuffer34 = true +alias34 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -190,16 +196,19 @@ scale_type35 = absolute // scale_y35 = 540 scale_x35 = 800 scale_y35 = 600 +float_framebuffer35 = true alias35 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader36 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input36 = true filter_linear36 = true +float_framebuffer36 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader37 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear37 = true +float_framebuffer37 = true alias37 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -211,6 +220,7 @@ filter_linear38 = true scale_type38 = absolute scale_x38 = 128 scale_y38 = 128 +float_framebuffer38 = true alias38 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -222,12 +232,14 @@ filter_linear39 = true scale_type39 = absolute scale_x39 = 12 scale_y39 = 12 +float_framebuffer39 = true alias39 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader40 = ../../shaders/base/reflection-glass.slang scale_type40 = viewport -alias40 = "BR_CRTAndReflectionPass" +srgb_framebuffer40 = true +alias40 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__LCD-GRID.slangp index 760053b..d2b9def 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__LCD-GRID.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -93,9 +94,10 @@ scale22 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader23 = ../../shaders/dogway/hsm-grade.slang -filter_linear23 = true +filter_linear23 = false scale_type23 = source scale23 = 1.0 +alias23 = "ColorCorrectPass" shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true @@ -127,14 +129,19 @@ float_framebuffer27 = true alias27 = "LinearizePass" shader28 = ../../shaders/base/delinearize.slang +float_framebuffer28 = "true" shader29 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang filter_linear29 = "false" scale_type29 = "viewport" scale29 = "1.0" +float_framebuffer29 = "true" +alias29 = "CRTPass" shader30 = ../../shaders/base/post-crt-prep-glass.slang -alias30 = "MBZ_PostCRTPass" +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -150,16 +157,19 @@ scale_type31 = absolute // scale_y31 = 540 scale_x31 = 800 scale_y31 = 600 +float_framebuffer31 = true alias31 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader32 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input32 = true filter_linear32 = true +float_framebuffer32 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader33 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear33 = true +float_framebuffer33 = true alias33 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -171,6 +181,7 @@ filter_linear34 = true scale_type34 = absolute scale_x34 = 128 scale_y34 = 128 +float_framebuffer34 = true alias34 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -182,12 +193,14 @@ filter_linear35 = true scale_type35 = absolute scale_x35 = 12 scale_y35 = 12 +float_framebuffer35 = true alias35 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader36 = ../../shaders/base/reflection-glass.slang scale_type36 = viewport -alias36 = "BR_CRTAndReflectionPass" +srgb_framebuffer36 = true +alias36 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON-NTSC.slangp index ec7f008..4fa0062 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 40 +shaders = 41 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = "PreCRTPass" @@ -79,9 +80,10 @@ scale20 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader21 = ../../shaders/dogway/hsm-grade.slang -filter_linear21 = true +filter_linear21 = false scale_type21 = source scale21 = 1.0 +alias21 = "ColorCorrectPass" shader22 = ../../shaders/base/stock.slang alias22 = "PrePass0" @@ -116,22 +118,19 @@ scale_x26 = 1.0 scale_y26 = 1.0 shader27 = ../../shaders/base/stock.slang -filter_linear27 = true -scale_type27 = source -scale_x27 = 1.0 -scale_y27 = 1.0 +float_framebuffer27 = true alias27 = "PrePass" -mipmap_input27 = true shader28 = ../../shaders/guest/hsm-avg-lum.slang filter_linear28 = true scale_type28 = source scale28 = 1.0 mipmap_input28 = true +float_framebuffer28 = true alias28 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader29 = ../../shaders/guest/hsm-interlace.slang filter_linear29 = true scale_type29 = source scale29 = 1.0 @@ -162,19 +161,20 @@ shader32 = "../../shaders/megatron/crt-sony-megatron.slang" filter_linear32 = "false" wrap_mode32 = "clamp_to_border" mipmap_input32 = "false" -alias32 = "" -float_framebuffer32 = "false" -srgb_framebuffer32 = "false" scale_type32 = "viewport" +float_framebuffer32 = "true" +alias32 = "CRTPass" shader33 = ../../shaders/base/post-crt-prep-glass.slang -alias33 = "MBZ_PostCRTPass" +scale_type33 = viewport +float_framebuffer33 = true +alias33 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader34 = ../../shaders/base/linearize-crt.slang +shader34 = ../../shaders/base/linearize-crt-hdr.slang mipmap_input34 = true filter_linear34 = true scale_type34 = absolute @@ -184,16 +184,19 @@ scale_type34 = absolute // scale_y34 = 540 scale_x34 = 800 scale_y34 = 600 +float_framebuffer34 = true alias34 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader35 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input35 = true filter_linear35 = true +float_framebuffer35 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader36 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear36 = true +float_framebuffer36 = true alias36 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -205,6 +208,7 @@ filter_linear37 = true scale_type37 = absolute scale_x37 = 128 scale_y37 = 128 +float_framebuffer37 = true alias37 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -216,12 +220,18 @@ filter_linear38 = true scale_type38 = absolute scale_x38 = 12 scale_y38 = 12 +float_framebuffer38 = true alias38 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader39 = ../../shaders/base/reflection-glass.slang +shader39 = ../../shaders/base/reflection-glass-hdr.slang scale_type39 = viewport -alias39 = "BR_CRTAndReflectionPass" +alias39 = "ReflectionPass" + +// Combine Passes ---------------------------------------------------------------- +shader40 = ../../shaders/base/output-hdr.slang +scale_type40 = viewport +alias40 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -351,12 +361,11 @@ g_vignette = "0.0" // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON.slangp index 666e9c0..4fa7062 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-GLASS__MEGATRON.slangp @@ -1,4 +1,4 @@ -shaders = 38 +shaders = 39 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -93,9 +94,10 @@ scale22 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader23 = ../../shaders/dogway/hsm-grade.slang -filter_linear23 = true +filter_linear23 = false scale_type23 = source scale23 = 1.0 +alias23 = "ColorCorrectPass" shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true @@ -104,22 +106,19 @@ scale_x24 = 1.0 scale_y24 = 1.0 shader25 = ../../shaders/base/stock.slang -filter_linear25 = true -scale_type25 = source -scale_x25 = 1.0 -scale_y25 = 1.0 +float_framebuffer25 = true alias25 = "PrePass" -mipmap_input25 = true shader26 = ../../shaders/guest/hsm-avg-lum.slang filter_linear26 = true scale_type26 = source scale26 = 1.0 mipmap_input26 = true +float_framebuffer26 = true alias26 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader27 = ../../shaders/guest/hsm-interlace.slang filter_linear27 = true scale_type27 = source scale27 = 1.0 @@ -150,19 +149,20 @@ shader30 = "../../shaders/megatron/crt-sony-megatron.slang" filter_linear30 = "false" wrap_mode30 = "clamp_to_border" mipmap_input30 = "false" -alias30 = "" -float_framebuffer30 = "false" -srgb_framebuffer30 = "false" scale_type30 = "viewport" +float_framebuffer30 = "true" +alias30 = "CRTPass" shader31 = ../../shaders/base/post-crt-prep-glass.slang -alias31 = "MBZ_PostCRTPass" +scale_type31 = viewport +float_framebuffer31 = true +alias31 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader32 = ../../shaders/base/linearize-crt.slang +shader32 = ../../shaders/base/linearize-crt-hdr.slang mipmap_input32 = true filter_linear32 = true scale_type32 = absolute @@ -172,16 +172,19 @@ scale_type32 = absolute // scale_y32 = 540 scale_x32 = 800 scale_y32 = 600 +float_framebuffer32 = true alias32 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader33 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input33 = true filter_linear33 = true +float_framebuffer33 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader34 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear34 = true +float_framebuffer34 = true alias34 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -193,6 +196,7 @@ filter_linear35 = true scale_type35 = absolute scale_x35 = 128 scale_y35 = 128 +float_framebuffer35 = true alias35 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -204,12 +208,18 @@ filter_linear36 = true scale_type36 = absolute scale_x36 = 12 scale_y36 = 12 +float_framebuffer36 = true alias36 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader37 = ../../shaders/base/reflection-glass.slang +shader37 = ../../shaders/base/reflection-glass-hdr.slang scale_type37 = viewport -alias37 = "BR_CRTAndReflectionPass" +alias37 = "ReflectionPass" + +// Combine Passes ---------------------------------------------------------------- +shader38 = ../../shaders/base/output-hdr.slang +scale_type38 = viewport +alias38 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -339,9 +349,8 @@ g_vignette = "0.0" // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT-SUPER-XBR__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT-SUPER-XBR__GDV-NTSC.slangp index 09993c1..0885104 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT-SUPER-XBR__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT-SUPER-XBR__GDV-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang // filter_linear18 = "false" @@ -138,9 +139,10 @@ scale26 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader27 = ../../shaders/dogway/hsm-grade.slang -filter_linear27 = true +filter_linear27 = false scale_type27 = source scale27 = 1.0 +alias27 = "ColorCorrectPass" shader28 = ../../shaders/base/stock.slang alias28 = "PrePass0" @@ -221,7 +223,7 @@ scale_x38 = 640.0 scale_type_y38 = absolute scale_y38 = 480.0 float_framebuffer38 = true -alias38 = GlowPass +alias38 = "GlowPass" shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear39 = true @@ -238,23 +240,27 @@ scale_x40 = 640.0 scale_type_y40 = absolute scale_y40 = 480.0 float_framebuffer40 = true -alias40 = BloomPass +alias40 = "BloomPass" shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang filter_linear41 = true -float_framebuffer41 = true scale_type41 = viewport scale_x41 = 1.0 scale_y41 = 1.0 +float_framebuffer41 = true shader42 = ../../shaders/guest/hsm-deconvergence.slang filter_linear42 = true scale_type42 = viewport scale_x42 = 1.0 scale_y42 = 1.0 +float_framebuffer42 = true +alias42 = "CRTPass" shader43 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias43 = "MBZ_PostCRTPass" +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -370,8 +376,6 @@ GAMMA_INPUT = 2.0 gamma_out = 1.95 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -383,9 +387,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -399,3 +403,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT-SUPER-XBR__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT-SUPER-XBR__GDV.slangp index f056541..5c88116 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT-SUPER-XBR__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT-SUPER-XBR__GDV.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang // filter_linear18 = "false" @@ -152,9 +153,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -200,7 +202,7 @@ scale_x35 = 800.0 scale_type_y35 = absolute scale_y35 = 600.0 float_framebuffer35 = true -alias35 = GlowPass +alias35 = "GlowPass" shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear36 = true @@ -217,23 +219,27 @@ scale_x37 = 1.0 scale_type_y37 = source scale_y37 = 1.0 float_framebuffer37 = true -alias37 = BloomPass +alias37 = "BloomPass" shader38 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang filter_linear38 = true -float_framebuffer38 = true scale_type38 = viewport scale_x38 = 1.0 scale_y38 = 1.0 +float_framebuffer38 = true shader39 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang filter_linear39 = true scale_type39 = viewport scale_x39 = 1.0 scale_y39 = 1.0 +float_framebuffer39 = true +alias39 = "CRTPass" shader40 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias40 = "MBZ_PostCRTPass" +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -345,8 +351,6 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -358,9 +362,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -374,3 +378,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV-NTSC.slangp index 429e8bd..4ec7b8c 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = "PreCRTPass" @@ -79,9 +80,10 @@ scale20 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader21 = ../../shaders/dogway/hsm-grade.slang -filter_linear21 = true +filter_linear21 = false scale_type21 = source scale21 = 1.0 +alias21 = "ColorCorrectPass" shader22 = ../../shaders/base/stock.slang alias22 = "PrePass0" @@ -162,7 +164,7 @@ scale_x32 = 640.0 scale_type_y32 = absolute scale_y32 = 480.0 float_framebuffer32 = true -alias32 = GlowPass +alias32 = "GlowPass" shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear33 = true @@ -179,23 +181,27 @@ scale_x34 = 640.0 scale_type_y34 = absolute scale_y34 = 480.0 float_framebuffer34 = true -alias34 = BloomPass +alias34 = "BloomPass" shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang filter_linear35 = true -float_framebuffer35 = true scale_type35 = viewport scale_x35 = 1.0 scale_y35 = 1.0 +float_framebuffer35 = true shader36 = ../../shaders/guest/hsm-deconvergence.slang filter_linear36 = true scale_type36 = viewport scale_x36 = 1.0 scale_y36 = 1.0 +float_framebuffer36 = true +alias36 = "CRTPass" shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias37 = "MBZ_PostCRTPass" +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV.slangp index 7aa4f0b..609ef77 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__GDV.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -93,9 +94,10 @@ scale22 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader23 = ../../shaders/dogway/hsm-grade.slang -filter_linear23 = true +filter_linear23 = false scale_type23 = source scale23 = 1.0 +alias23 = "ColorCorrectPass" shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true @@ -141,7 +143,7 @@ scale_x29 = 800.0 scale_type_y29 = absolute scale_y29 = 600.0 float_framebuffer29 = true -alias29 = GlowPass +alias29 = "GlowPass" shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear30 = true @@ -158,23 +160,27 @@ scale_x31 = 1.0 scale_type_y31 = source scale_y31 = 1.0 float_framebuffer31 = true -alias31 = BloomPass +alias31 = "BloomPass" shader32 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang filter_linear32 = true -float_framebuffer32 = true scale_type32 = viewport scale_x32 = 1.0 scale_y32 = 1.0 +float_framebuffer32 = true shader33 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang filter_linear33 = true scale_type33 = viewport scale_x33 = 1.0 scale_y33 = 1.0 +float_framebuffer33 = true +alias33 = "CRTPass" shader34 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias34 = "MBZ_PostCRTPass" +scale_type34 = viewport +float_framebuffer34 = true +alias34 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON-NTSC.slangp index 880b189..62fb92c 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON-NTSC.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = "PreCRTPass" @@ -79,9 +80,10 @@ scale20 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader21 = ../../shaders/dogway/hsm-grade.slang -filter_linear21 = true +filter_linear21 = false scale_type21 = source scale21 = 1.0 +alias21 = "ColorCorrectPass" shader22 = ../../shaders/base/stock.slang alias22 = "PrePass0" @@ -116,22 +118,19 @@ scale_x26 = 1.0 scale_y26 = 1.0 shader27 = ../../shaders/base/stock.slang -filter_linear27 = true -scale_type27 = source -scale_x27 = 1.0 -scale_y27 = 1.0 +float_framebuffer27 = true alias27 = "PrePass" -mipmap_input27 = true shader28 = ../../shaders/guest/hsm-avg-lum.slang filter_linear28 = true scale_type28 = source scale28 = 1.0 mipmap_input28 = true +float_framebuffer28 = true alias28 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader29 = ../../shaders/guest/hsm-interlace.slang filter_linear29 = true scale_type29 = source scale29 = 1.0 @@ -162,13 +161,14 @@ shader32 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" filter_linear32 = "false" wrap_mode32 = "clamp_to_border" mipmap_input32 = "false" -alias32 = "" -float_framebuffer32 = "false" -srgb_framebuffer32 = "false" scale_type32 = "viewport" +float_framebuffer32 = "true" +alias32 = "CRTPass" shader33 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias33 = "MBZ_PostCRTPass" +scale_type33 = viewport +float_framebuffer33 = true +alias33 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -185,7 +185,7 @@ float_framebuffer35 = true alias35 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader36 = ../../shaders/base/combine-passes-no-reflect.slang +shader36 = ../../shaders/base/combine-passes-no-reflect-hdr.slang scale_type36 = viewport alias36 = "CombinePass" // Define textures to be used by the different passes @@ -281,12 +281,11 @@ TopLayerImage_mipmap = 1 // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON.slangp index 602371d..c911cc3 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-NO-REFLECT__MEGATRON.slangp @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -93,9 +94,10 @@ scale22 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader23 = ../../shaders/dogway/hsm-grade.slang -filter_linear23 = true +filter_linear23 = false scale_type23 = source scale23 = 1.0 +alias23 = "ColorCorrectPass" shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true @@ -104,22 +106,19 @@ scale_x24 = 1.0 scale_y24 = 1.0 shader25 = ../../shaders/base/stock.slang -filter_linear25 = true -scale_type25 = source -scale_x25 = 1.0 -scale_y25 = 1.0 +float_framebuffer25 = true alias25 = "PrePass" -mipmap_input25 = true shader26 = ../../shaders/guest/hsm-avg-lum.slang filter_linear26 = true scale_type26 = source scale26 = 1.0 mipmap_input26 = true +float_framebuffer26 = true alias26 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader27 = ../../shaders/guest/hsm-interlace.slang filter_linear27 = true scale_type27 = source scale27 = 1.0 @@ -150,13 +149,14 @@ shader30 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" filter_linear30 = "false" wrap_mode30 = "clamp_to_border" mipmap_input30 = "false" -alias30 = "" -float_framebuffer30 = "false" -srgb_framebuffer30 = "false" scale_type30 = "viewport" +float_framebuffer30 = "true" +alias30 = "CRTPass" shader31 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias31 = "MBZ_PostCRTPass" +scale_type31 = viewport +float_framebuffer31 = true +alias31 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -173,7 +173,7 @@ float_framebuffer33 = true alias33 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader34 = ../../shaders/base/combine-passes-no-reflect.slang +shader34 = ../../shaders/base/combine-passes-no-reflect-hdr.slang scale_type34 = viewport alias34 = "CombinePass" // Define textures to be used by the different passes @@ -269,9 +269,8 @@ TopLayerImage_mipmap = 1 // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY-SUPER-XBR__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY-SUPER-XBR__GDV-NTSC.slangp index fc0d321..81fdc6e 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY-SUPER-XBR__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY-SUPER-XBR__GDV-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 44 +shaders = 45 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang // filter_linear18 = "false" @@ -138,9 +139,10 @@ scale26 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader27 = ../../shaders/dogway/hsm-grade.slang -filter_linear27 = true +filter_linear27 = false scale_type27 = source scale27 = 1.0 +alias27 = "ColorCorrectPass" shader28 = ../../shaders/base/stock.slang alias28 = "PrePass0" @@ -221,7 +223,7 @@ scale_x38 = 640.0 scale_type_y38 = absolute scale_y38 = 480.0 float_framebuffer38 = true -alias38 = GlowPass +alias38 = "GlowPass" shader39 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear39 = true @@ -238,23 +240,32 @@ scale_x40 = 640.0 scale_type_y40 = absolute scale_y40 = 480.0 float_framebuffer40 = true -alias40 = BloomPass +alias40 = "BloomPass" shader41 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang filter_linear41 = true -float_framebuffer41 = true scale_type41 = viewport scale_x41 = 1.0 scale_y41 = 1.0 +float_framebuffer41 = true shader42 = ../../shaders/guest/hsm-deconvergence.slang filter_linear42 = true scale_type42 = viewport scale_x42 = 1.0 scale_y42 = 1.0 +float_framebuffer42 = true +alias42 = "CRTPass" shader43 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias43 = "MBZ_PostCRTPass" +scale_type43 = viewport +float_framebuffer43 = true +alias43 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader44 = ../../shaders/base/output-sdr.slang +scale_type44 = viewport +alias44 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -351,8 +362,6 @@ GAMMA_INPUT = 2.0 gamma_out = 1.95 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -364,9 +373,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -380,3 +389,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY-SUPER-XBR__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY-SUPER-XBR__GDV.slangp index dbcbfa0..fb7dd29 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY-SUPER-XBR__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY-SUPER-XBR__GDV.slangp @@ -1,4 +1,4 @@ -shaders = 41 +shaders = 42 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang // filter_linear18 = "false" @@ -152,9 +153,10 @@ scale28 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader29 = ../../shaders/dogway/hsm-grade.slang -filter_linear29 = true +filter_linear29 = false scale_type29 = source scale29 = 1.0 +alias29 = "ColorCorrectPass" shader30 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear30 = true @@ -200,7 +202,7 @@ scale_x35 = 800.0 scale_type_y35 = absolute scale_y35 = 600.0 float_framebuffer35 = true -alias35 = GlowPass +alias35 = "GlowPass" shader36 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear36 = true @@ -217,23 +219,32 @@ scale_x37 = 1.0 scale_type_y37 = source scale_y37 = 1.0 float_framebuffer37 = true -alias37 = BloomPass +alias37 = "BloomPass" shader38 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang filter_linear38 = true -float_framebuffer38 = true scale_type38 = viewport scale_x38 = 1.0 scale_y38 = 1.0 +float_framebuffer38 = true shader39 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang filter_linear39 = true scale_type39 = viewport scale_x39 = 1.0 scale_y39 = 1.0 +float_framebuffer39 = true +alias39 = "CRTPass" shader40 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias40 = "MBZ_PostCRTPass" +scale_type40 = viewport +float_framebuffer40 = true +alias40 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader41 = ../../shaders/base/output-sdr.slang +scale_type41 = viewport +alias41 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -326,8 +337,6 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -339,9 +348,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -355,3 +364,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__GDV-NTSC.slangp index a29c992..8aacc4d 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__GDV-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 38 +shaders = 39 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = "PreCRTPass" @@ -79,9 +80,10 @@ scale20 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader21 = ../../shaders/dogway/hsm-grade.slang -filter_linear21 = true +filter_linear21 = false scale_type21 = source scale21 = 1.0 +alias21 = "ColorCorrectPass" shader22 = ../../shaders/base/stock.slang alias22 = "PrePass0" @@ -162,7 +164,7 @@ scale_x32 = 640.0 scale_type_y32 = absolute scale_y32 = 480.0 float_framebuffer32 = true -alias32 = GlowPass +alias32 = "GlowPass" shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear33 = true @@ -179,23 +181,32 @@ scale_x34 = 640.0 scale_type_y34 = absolute scale_y34 = 480.0 float_framebuffer34 = true -alias34 = BloomPass +alias34 = "BloomPass" shader35 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang filter_linear35 = true -float_framebuffer35 = true scale_type35 = viewport scale_x35 = 1.0 scale_y35 = 1.0 +float_framebuffer35 = true shader36 = ../../shaders/guest/hsm-deconvergence.slang filter_linear36 = true scale_type36 = viewport scale_x36 = 1.0 scale_y36 = 1.0 +float_framebuffer36 = true +alias36 = "CRTPass" shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias37 = "MBZ_PostCRTPass" +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader38 = ../../shaders/base/output-sdr.slang +scale_type38 = viewport +alias38 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__GDV.slangp index f6c1bbc..e68ebb1 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__GDV.slangp @@ -1,4 +1,4 @@ -shaders = 35 +shaders = 36 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -93,9 +94,10 @@ scale22 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader23 = ../../shaders/dogway/hsm-grade.slang -filter_linear23 = true +filter_linear23 = false scale_type23 = source scale23 = 1.0 +alias23 = "ColorCorrectPass" shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true @@ -141,7 +143,7 @@ scale_x29 = 800.0 scale_type_y29 = absolute scale_y29 = 600.0 float_framebuffer29 = true -alias29 = GlowPass +alias29 = "GlowPass" shader30 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear30 = true @@ -158,23 +160,32 @@ scale_x31 = 1.0 scale_type_y31 = source scale_y31 = 1.0 float_framebuffer31 = true -alias31 = BloomPass +alias31 = "BloomPass" shader32 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang filter_linear32 = true -float_framebuffer32 = true scale_type32 = viewport scale_x32 = 1.0 scale_y32 = 1.0 +float_framebuffer32 = true shader33 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang filter_linear33 = true scale_type33 = viewport scale_x33 = 1.0 scale_y33 = 1.0 +float_framebuffer33 = true +alias33 = "CRTPass" shader34 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias34 = "MBZ_PostCRTPass" +scale_type34 = viewport +float_framebuffer34 = true +alias34 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader35 = ../../shaders/base/output-sdr.slang +scale_type35 = viewport +alias35 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__MEGATRON-NTSC.slangp index 7d3b5b5..8399192 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__MEGATRON-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 34 +shaders = 35 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" shader18 = ../../shaders/base/stock.slang alias18 = "PreCRTPass" @@ -79,9 +80,10 @@ scale20 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader21 = ../../shaders/dogway/hsm-grade.slang -filter_linear21 = true +filter_linear21 = false scale_type21 = source scale21 = 1.0 +alias21 = "ColorCorrectPass" shader22 = ../../shaders/base/stock.slang alias22 = "PrePass0" @@ -116,22 +118,19 @@ scale_x26 = 1.0 scale_y26 = 1.0 shader27 = ../../shaders/base/stock.slang -filter_linear27 = true -scale_type27 = source -scale_x27 = 1.0 -scale_y27 = 1.0 +float_framebuffer27 = true alias27 = "PrePass" -mipmap_input27 = true shader28 = ../../shaders/guest/hsm-avg-lum.slang filter_linear28 = true scale_type28 = source scale28 = 1.0 mipmap_input28 = true +float_framebuffer28 = true alias28 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader29 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader29 = ../../shaders/guest/hsm-interlace.slang filter_linear29 = true scale_type29 = source scale29 = 1.0 @@ -162,13 +161,19 @@ shader32 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" filter_linear32 = "false" wrap_mode32 = "clamp_to_border" mipmap_input32 = "false" -alias32 = "" -float_framebuffer32 = "false" -srgb_framebuffer32 = "false" scale_type32 = "viewport" +float_framebuffer32 = "true" +alias32 = "CRTPass" shader33 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias33 = "MBZ_PostCRTPass" +scale_type33 = viewport +float_framebuffer33 = true +alias33 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader34 = ../../shaders/base/output-hdr.slang +scale_type34 = viewport +alias34 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -262,12 +267,11 @@ TopLayerImage_mipmap = 1 // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__MEGATRON.slangp index 8c8a014..7aab6cc 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__MEGATRON.slangp @@ -1,4 +1,4 @@ -shaders = 32 +shaders = 33 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -60,6 +60,7 @@ shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader17 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias17 = "DeditherPass" // GTU TV Processing shader18 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -93,9 +94,10 @@ scale22 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader23 = ../../shaders/dogway/hsm-grade.slang -filter_linear23 = true +filter_linear23 = false scale_type23 = source scale23 = 1.0 +alias23 = "ColorCorrectPass" shader24 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear24 = true @@ -104,22 +106,19 @@ scale_x24 = 1.0 scale_y24 = 1.0 shader25 = ../../shaders/base/stock.slang -filter_linear25 = true -scale_type25 = source -scale_x25 = 1.0 -scale_y25 = 1.0 +float_framebuffer25 = true alias25 = "PrePass" -mipmap_input25 = true shader26 = ../../shaders/guest/hsm-avg-lum.slang filter_linear26 = true scale_type26 = source scale26 = 1.0 mipmap_input26 = true +float_framebuffer26 = true alias26 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader27 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader27 = ../../shaders/guest/hsm-interlace.slang filter_linear27 = true scale_type27 = source scale27 = 1.0 @@ -150,13 +149,19 @@ shader30 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" filter_linear30 = "false" wrap_mode30 = "clamp_to_border" mipmap_input30 = "false" -alias30 = "" -float_framebuffer30 = "false" -srgb_framebuffer30 = "false" scale_type30 = "viewport" +float_framebuffer30 = "true" +alias30 = "CRTPass" shader31 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias31 = "MBZ_PostCRTPass" +scale_type31 = viewport +float_framebuffer31 = true +alias31 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader32 = ../../shaders/base/output-hdr.slang +scale_type32 = viewport +alias32 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -250,9 +255,8 @@ TopLayerImage_mipmap = 1 // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS-SUPER-XBR__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS-SUPER-XBR__GDV-NTSC.slangp index 8e78b64..0446fce 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS-SUPER-XBR__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS-SUPER-XBR__GDV-NTSC.slangp @@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias16 = "DeditherPass" shader17 = ../../shaders/base/stock.slang // filter_linear17 = "false" @@ -136,9 +137,10 @@ scale25 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader26 = ../../shaders/dogway/hsm-grade.slang -filter_linear26 = true +filter_linear26 = false scale_type26 = source scale26 = 1.0 +alias26 = "ColorCorrectPass" shader27 = ../../shaders/base/stock.slang alias27 = "PrePass0" @@ -236,23 +238,27 @@ scale_x39 = 640.0 scale_type_y39 = absolute scale_y39 = 480.0 float_framebuffer39 = true -alias39 = BloomPass +alias39 = BloomPass shader40 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear40 = true -float_framebuffer40 = true scale_type40 = viewport scale_x40 = 1.0 scale_y40 = 1.0 +float_framebuffer40 = true shader41 = ../../shaders/guest/hsm-deconvergence.slang filter_linear41 = true scale_type41 = viewport scale_x41 = 1.0 scale_y41 = 1.0 +float_framebuffer41 = true +alias41 = "CRTPass" shader42 = ../../shaders/base/post-crt-prep-glass.slang -alias42 = "MBZ_PostCRTPass" +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -268,16 +274,19 @@ scale_type43 = absolute // scale_y43 = 540 scale_x43 = 800 scale_y43 = 600 +float_framebuffer43 = true alias43 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader44 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input44 = true filter_linear44 = true +float_framebuffer44 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader45 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear45 = true +float_framebuffer45 = true alias45 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -289,6 +298,7 @@ filter_linear46 = true scale_type46 = absolute scale_x46 = 128 scale_y46 = 128 +float_framebuffer46 = true alias46 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -300,12 +310,14 @@ filter_linear47 = true scale_type47 = absolute scale_x47 = 12 scale_y47 = 12 +float_framebuffer47 = true alias47 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader48 = ../../shaders/base/reflection-glass.slang scale_type48 = viewport -alias48 = "BR_CRTAndReflectionPass" +srgb_framebuffer48 = true +alias48 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -438,8 +450,6 @@ GAMMA_INPUT = 2.0 gamma_out = 1.95 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -451,9 +461,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -467,3 +477,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS-SUPER-XBR__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS-SUPER-XBR__GDV.slangp index 9b0d761..1a704dc 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS-SUPER-XBR__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS-SUPER-XBR__GDV.slangp @@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias16 = "DeditherPass" shader17 = ../../shaders/base/stock.slang // filter_linear17 = "false" @@ -136,9 +137,10 @@ scale25 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader26 = ../../shaders/dogway/hsm-grade.slang -filter_linear26 = true +filter_linear26 = false scale_type26 = source scale26 = 1.0 +alias26 = "ColorCorrectPass" shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear27 = true @@ -205,19 +207,23 @@ alias34 = BloomPass shader35 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear35 = true -float_framebuffer35 = true scale_type35 = viewport scale_x35 = 1.0 scale_y35 = 1.0 +float_framebuffer35 = true shader36 = ../../shaders/guest/hsm-deconvergence.slang filter_linear36 = true scale_type36 = viewport scale_x36 = 1.0 scale_y36 = 1.0 +float_framebuffer36 = true +alias36 = "CRTPass" shader37 = ../../shaders/base/post-crt-prep-glass.slang -alias37 = "MBZ_PostCRTPass" +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -233,16 +239,19 @@ scale_type38 = absolute // scale_y38 = 540 scale_x38 = 800 scale_y38 = 600 +float_framebuffer38 = true alias38 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader39 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input39 = true filter_linear39 = true +float_framebuffer39 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader40 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear40 = true +float_framebuffer40 = true alias40 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -254,6 +263,7 @@ filter_linear41 = true scale_type41 = absolute scale_x41 = 128 scale_y41 = 128 +float_framebuffer41 = true alias41 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -265,12 +275,14 @@ filter_linear42 = true scale_type42 = absolute scale_x42 = 12 scale_y42 = 12 +float_framebuffer42 = true alias42 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader43 = ../../shaders/base/reflection-glass.slang scale_type43 = viewport -alias43 = "BR_CRTAndReflectionPass" +srgb_framebuffer43 = true +alias43 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -399,8 +411,6 @@ HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000" g_vignette = "0.0" // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -412,9 +422,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -428,3 +438,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI-NTSC.slangp index 01690f1..083d2a5 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 27 +shaders = 28 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" @@ -40,148 +40,165 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader10 = ../../shaders/base/stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "PrePass0" -shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear11 = false -float_framebuffer11 = true -scale_type_x11 = source -scale_type_y11 = source -scale_x11 = 4.0 -scale_y11 = 1.0 -frame_count_mod11 = 2 -alias11 = NPass1 - -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../shaders/base/stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -alias15 = "PrePass" -mipmap_input15 = true -shader16 = ../../shaders/guest/hsm-avg-lum.slang +shader16 = ../../shaders/base/stock.slang filter_linear16 = true scale_type16 = source -scale16 = 1.0 +scale_x16 = 1.0 +scale_y16 = 1.0 +alias16 = "PrePass" mipmap_input16 = true -alias16 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 -float_framebuffer17 = true -alias17 = "LinearizePass" +mipmap_input17 = true +alias17 = "AvgLumPass" -shader18 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +float_framebuffer18 = true +alias18 = "LinearizePass" -shader19 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type19 = viewport -scale_x19 = 1.0 -scale_y19 = 1.0 -filter_linear19 = true +shader19 = ../../shaders/base/delinearize.slang +scale_type19 = source +float_framebuffer19 = "true" + +shader20 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 +filter_linear20 = true +float_framebuffer20 = "true" +alias20 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader20 = ../../shaders/base/post-crt-prep-glass.slang -alias20 = "MBZ_PostCRTPass" +shader21 = ../../shaders/base/post-crt-prep-glass.slang +scale_type21 = viewport +float_framebuffer21 = true +alias21 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +float_framebuffer22 = true +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true +float_framebuffer23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +float_framebuffer24 = true +alias24 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader24 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +float_framebuffer25 = true +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +float_framebuffer26 = true +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection-glass.slang -scale_type26 = viewport -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection-glass.slang +scale_type27 = viewport +srgb_framebuffer27 = true +alias27 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI.slangp index f7d8177..bcf2505 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-MINI.slangp @@ -1,4 +1,4 @@ -shaders = 23 +shaders = 24 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" @@ -40,122 +40,139 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type15 = viewport -scale_x15 = 1.0 -scale_y15 = 1.0 -filter_linear15 = true +shader15 = ../../shaders/base/delinearize.slang +scale_type15 = source +float_framebuffer15 = "true" + +shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type16 = viewport +scale_x16 = 1.0 +scale_y16 = 1.0 +filter_linear16 = true +float_framebuffer16 = "true" +alias16 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader16 = ../../shaders/base/post-crt-prep-glass.slang -alias16 = "MBZ_PostCRTPass" +shader17 = ../../shaders/base/post-crt-prep-glass.slang +scale_type17 = viewport +float_framebuffer17 = true +alias17 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader17 = ../../shaders/base/linearize-crt.slang -mipmap_input17 = true -filter_linear17 = true -scale_type17 = absolute -// scale_x17 = 480 -// scale_y17 = 270 -// scale_x17 = 960 -// scale_y17 = 540 -scale_x17 = 800 -scale_y17 = 600 -alias17 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader18 = ../../shaders/base/blur-outside-screen-horiz.slang +shader18 = ../../shaders/base/linearize-crt.slang mipmap_input18 = true filter_linear18 = true +scale_type18 = absolute +// scale_x18 = 480 +// scale_y18 = 270 +// scale_x18 = 960 +// scale_y18 = 540 +scale_x18 = 800 +scale_y18 = 600 +float_framebuffer18 = true +alias18 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input19 = true +filter_linear19 = true +float_framebuffer19 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear19 = true -alias19 = "BR_MirrorBlurredPass" +shader20 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear20 = true +float_framebuffer20 = true +alias20 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader20 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input20 = true -filter_linear20 = true -scale_type20 = absolute -scale_x20 = 128 -scale_y20 = 128 -alias20 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader21 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input21 = true filter_linear21 = true scale_type21 = absolute -scale_x21 = 12 -scale_y21 = 12 -alias21 = "BR_MirrorFullscreenGlowPass" +scale_x21 = 128 +scale_y21 = 128 +float_framebuffer21 = true +alias21 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader22 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input22 = true +filter_linear22 = true +scale_type22 = absolute +scale_x22 = 12 +scale_y22 = 12 +float_framebuffer22 = true +alias22 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader22 = ../../shaders/base/reflection-glass.slang -scale_type22 = viewport -alias22 = "BR_CRTAndReflectionPass" +shader23 = ../../shaders/base/reflection-glass.slang +scale_type23 = viewport +srgb_framebuffer23 = true +alias23 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-NTSC.slangp index b80f004..1baea79 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 32 +shaders = 33 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" @@ -40,194 +40,208 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader10 = ../../shaders/base/stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "PrePass0" -shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear11 = false -float_framebuffer11 = true -scale_type_x11 = source -scale_type_y11 = source -scale_x11 = 4.0 -scale_y11 = 1.0 -frame_count_mod11 = 2 -alias11 = NPass1 - -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../shaders/base/stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -alias15 = "PrePass" -mipmap_input15 = true -shader16 = ../../shaders/guest/hsm-avg-lum.slang +shader16 = ../../shaders/base/stock.slang filter_linear16 = true scale_type16 = source -scale16 = 1.0 +scale_x16 = 1.0 +scale_y16 = 1.0 +alias16 = "PrePass" mipmap_input16 = true -alias16 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 -float_framebuffer17 = true -alias17 = "LinearizePass" +mipmap_input17 = true +alias17 = "AvgLumPass" -shader18 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear18 = true -scale_type_x18 = viewport -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type18 = source +scale18 = 1.0 float_framebuffer18 = true -alias18 = Pass1 +alias18 = "LinearizePass" -shader19 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear19 = true -scale_type_x19 = absolute -scale_x19 = 640.0 +scale_type_x19 = viewport +scale_x19 = 1.0 scale_type_y19 = source -scale_y19 = 1.0 +scale_y19 = 1.0 float_framebuffer19 = true +alias19 = Pass1 -shader20 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear20 = true scale_type_x20 = absolute scale_x20 = 640.0 -scale_type_y20 = absolute -scale_y20 = 480.0 +scale_type_y20 = source +scale_y20 = 1.0 float_framebuffer20 = true -alias20 = GlowPass -shader21 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear21 = true scale_type_x21 = absolute scale_x21 = 640.0 scale_type_y21 = absolute -scale_y21 = 480.0 +scale_y21 = 480.0 float_framebuffer21 = true +alias21 = GlowPass -shader22 = ../../shaders/guest/hsm-bloom_vertical.slang +shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear22 = true scale_type_x22 = absolute scale_x22 = 640.0 scale_type_y22 = absolute -scale_y22 = 480.0 +scale_y22 = 480.0 float_framebuffer22 = true -alias22 = BloomPass -shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +shader23 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear23 = true +scale_type_x23 = absolute +scale_x23 = 640.0 +scale_type_y23 = absolute +scale_y23 = 480.0 float_framebuffer23 = true -scale_type23 = viewport -scale_x23 = 1.0 -scale_y23 = 1.0 +alias23 = BloomPass -shader24 = ../../shaders/guest/hsm-deconvergence.slang +shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear24 = true scale_type24 = viewport scale_x24 = 1.0 scale_y24 = 1.0 +float_framebuffer24 = true -shader25 = ../../shaders/base/post-crt-prep-glass.slang -alias25 = "MBZ_PostCRTPass" +shader25 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear25 = true +scale_type25 = viewport +scale_x25 = 1.0 +scale_y25 = 1.0 +float_framebuffer25 = true +alias25 = "CRTPass" + +shader26 = ../../shaders/base/post-crt-prep-glass.slang +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader26 = ../../shaders/base/linearize-crt.slang -mipmap_input26 = true -filter_linear26 = true -scale_type26 = absolute -// scale_x26 = 480 -// scale_y26 = 270 -// scale_x26 = 960 -// scale_y26 = 540 -scale_x26 = 800 -scale_y26 = 600 -alias26 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader27 = ../../shaders/base/blur-outside-screen-horiz.slang +shader27 = ../../shaders/base/linearize-crt.slang mipmap_input27 = true filter_linear27 = true +scale_type27 = absolute +// scale_x27 = 480 +// scale_y27 = 270 +// scale_x27 = 960 +// scale_y27 = 540 +scale_x27 = 800 +scale_y27 = 600 +float_framebuffer27 = true +alias27 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader28 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input28 = true +filter_linear28 = true +float_framebuffer28 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear28 = true -alias28 = "BR_MirrorBlurredPass" +shader29 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear29 = true +float_framebuffer29 = true +alias29 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader29 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input29 = true -filter_linear29 = true -scale_type29 = absolute -scale_x29 = 128 -scale_y29 = 128 -alias29 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader30 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input30 = true filter_linear30 = true scale_type30 = absolute -scale_x30 = 12 -scale_y30 = 12 -alias30 = "BR_MirrorFullscreenGlowPass" +scale_x30 = 128 +scale_y30 = 128 +float_framebuffer30 = true +alias30 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader31 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input31 = true +filter_linear31 = true +scale_type31 = absolute +scale_x31 = 12 +scale_y31 = 12 +float_framebuffer31 = true +alias31 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader31 = ../../shaders/base/reflection-glass.slang -scale_type31 = viewport -alias31 = "BR_CRTAndReflectionPass" +shader32 = ../../shaders/base/reflection-glass.slang +scale_type32 = viewport +srgb_framebuffer32 = true +alias32 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV.slangp index 4abca3e..39a0488 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__GDV.slangp @@ -1,4 +1,4 @@ -shaders = 27 +shaders = 28 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" @@ -40,159 +40,173 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear14 = true -scale_type_x14 = absolute -scale_x14 = 800.0 -scale_type_y14 = source -scale_y14 = 1.0 +scale_type14 = source +scale14 = 1.0 float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear15 = true scale_type_x15 = absolute scale_x15 = 800.0 -scale_type_y15 = absolute -scale_y15 = 600.0 +scale_type_y15 = source +scale_y15 = 1.0 float_framebuffer15 = true -alias15 = GlowPass -shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 scale_type_y16 = absolute -scale_y16 = 600.0 +scale_y16 = 600.0 float_framebuffer16 = true +alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear17 = true -scale_type_x17 = source -scale_x17 = 1.0 -scale_type_y17 = source -scale_y17 = 1.0 +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 float_framebuffer17 = true -alias17 = BloomPass -shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear18 = true -float_framebuffer18 = true -scale_type18 = viewport +scale_type_x18 = source scale_x18 = 1.0 +scale_type_y18 = source scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-deconvergence.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear19 = true scale_type19 = viewport scale_x19 = 1.0 scale_y19 = 1.0 +float_framebuffer19 = true -shader20 = ../../shaders/base/post-crt-prep-glass.slang -alias20 = "MBZ_PostCRTPass" +shader20 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 +float_framebuffer20 = true +alias20 = "CRTPass" + +shader21 = ../../shaders/base/post-crt-prep-glass.slang +scale_type21 = viewport +float_framebuffer21 = true +alias21 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +float_framebuffer22 = true +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true +float_framebuffer23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +float_framebuffer24 = true +alias24 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader24 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +float_framebuffer25 = true +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +float_framebuffer26 = true +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection-glass.slang -scale_type26 = viewport -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection-glass.slang +scale_type27 = viewport +srgb_framebuffer27 = true +alias27 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__LCD-GRID.slangp index 4e1ff4d..54aa304 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__LCD-GRID.slangp @@ -1,4 +1,4 @@ -shaders = 23 +shaders = 24 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" @@ -40,119 +40,134 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear15 = "false" -scale_type15 = "viewport" -scale15 = "1.0" +shader15 = ../../shaders/base/delinearize.slang +float_framebuffer15 = "true" -shader16 = ../../shaders/base/post-crt-prep-glass.slang -alias16 = "MBZ_PostCRTPass" +shader16 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear16 = "false" +scale_type16 = "viewport" +scale16 = "1.0" +float_framebuffer16 = "true" +alias16 = "CRTPass" + +shader17 = ../../shaders/base/post-crt-prep-glass.slang +scale_type17 = viewport +float_framebuffer17 = true +alias17 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader17 = ../../shaders/base/linearize-crt.slang -mipmap_input17 = true -filter_linear17 = true -scale_type17 = absolute -// scale_x17 = 480 -// scale_y17 = 270 -// scale_x17 = 960 -// scale_y17 = 540 -scale_x17 = 800 -scale_y17 = 600 -alias17 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader18 = ../../shaders/base/blur-outside-screen-horiz.slang +shader18 = ../../shaders/base/linearize-crt.slang mipmap_input18 = true filter_linear18 = true +scale_type18 = absolute +// scale_x18 = 480 +// scale_y18 = 270 +// scale_x18 = 960 +// scale_y18 = 540 +scale_x18 = 800 +scale_y18 = 600 +float_framebuffer18 = true +alias18 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input19 = true +filter_linear19 = true +float_framebuffer19 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear19 = true -alias19 = "BR_MirrorBlurredPass" +shader20 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear20 = true +float_framebuffer20 = true +alias20 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader20 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input20 = true -filter_linear20 = true -scale_type20 = absolute -scale_x20 = 128 -scale_y20 = 128 -alias20 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader21 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input21 = true filter_linear21 = true scale_type21 = absolute -scale_x21 = 12 -scale_y21 = 12 -alias21 = "BR_MirrorFullscreenGlowPass" +scale_x21 = 128 +scale_y21 = 128 +float_framebuffer21 = true +alias21 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader22 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input22 = true +filter_linear22 = true +scale_type22 = absolute +scale_x22 = 12 +scale_y22 = 12 +float_framebuffer22 = true +alias22 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader22 = ../../shaders/base/reflection-glass.slang -scale_type22 = viewport -alias22 = "BR_CRTAndReflectionPass" +shader23 = ../../shaders/base/reflection-glass.slang +scale_type23 = viewport +srgb_framebuffer23 = true +alias23 = "ReflectionPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON-NTSC.slangp index 41c9bd6..ca241a8 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 28 +shaders = 30 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" @@ -40,167 +40,179 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader10 = ../../shaders/base/stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "PrePass0" -shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear11 = false -float_framebuffer11 = true -scale_type_x11 = source -scale_type_y11 = source -scale_x11 = 4.0 -scale_y11 = 1.0 -frame_count_mod11 = 2 -alias11 = NPass1 - -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../shaders/base/stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -alias15 = "PrePass" -mipmap_input15 = true -shader16 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -mipmap_input16 = true -alias16 = "AvgLumPass" +shader16 = ../../shaders/base/stock.slang +float_framebuffer16 = true +alias16 = "PrePass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 +mipmap_input17 = true float_framebuffer17 = true -alias17 = "LinearizePass" +alias17 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +float_framebuffer18 = true +alias18 = "LinearizePass" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader18 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear18 = "false" -scale_type18 = "source" -scale18 = "1.0" -wrap_mode18 = "clamp_to_border" -mipmap_input18 = "false" -alias18 = "SourceSDR" -float_framebuffer18 = "true" - -shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +shader19 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear19 = "false" scale_type19 = "source" scale19 = "1.0" wrap_mode19 = "clamp_to_border" mipmap_input19 = "false" -alias19 = "SourceHDR" +alias19 = "SourceSDR" float_framebuffer19 = "true" -shader20 = "../../shaders/megatron/crt-sony-megatron.slang" +shader20 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear20 = "false" +scale_type20 = "source" +scale20 = "1.0" wrap_mode20 = "clamp_to_border" mipmap_input20 = "false" -alias20 = "" -float_framebuffer20 = "false" -srgb_framebuffer20 = "false" -scale_type20 = "viewport" +alias20 = "SourceHDR" +float_framebuffer20 = "true" -shader21 = ../../shaders/base/post-crt-prep-glass.slang -alias21 = "MBZ_PostCRTPass" +shader21 = "../../shaders/megatron/crt-sony-megatron.slang" +filter_linear21 = "false" +wrap_mode21 = "clamp_to_border" +mipmap_input21 = "false" +scale_type21 = "viewport" +float_framebuffer21 = "true" +alias21 = "CRTPass" + +shader22 = ../../shaders/base/post-crt-prep-glass.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader22 = ../../shaders/base/linearize-crt.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -// scale_x22 = 480 -// scale_y22 = 270 -// scale_x22 = 960 -// scale_y22 = 540 -scale_x22 = 800 -scale_y22 = 600 -alias22 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +shader23 = ../../shaders/base/linearize-crt-hdr.slang mipmap_input23 = true filter_linear23 = true +scale_type23 = absolute +// scale_x23 = 480 +// scale_y23 = 270 +// scale_x23 = 960 +// scale_y23 = 540 +scale_x23 = 800 +scale_y23 = 600 +float_framebuffer23 = true +alias23 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input24 = true +filter_linear24 = true +float_framebuffer24 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader24 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear24 = true -alias24 = "BR_MirrorBlurredPass" +shader25 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear25 = true +float_framebuffer25 = true +alias25 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader25 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input25 = true -filter_linear25 = true -scale_type25 = absolute -scale_x25 = 128 -scale_y25 = 128 -alias25 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader26 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input26 = true filter_linear26 = true scale_type26 = absolute -scale_x26 = 12 -scale_y26 = 12 -alias26 = "BR_MirrorFullscreenGlowPass" +scale_x26 = 128 +scale_y26 = 128 +float_framebuffer26 = true +alias26 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader27 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input27 = true +filter_linear27 = true +scale_type27 = absolute +scale_x27 = 12 +scale_y27 = 12 +float_framebuffer27 = true +alias27 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader27 = ../../shaders/base/reflection-glass.slang -scale_type27 = viewport -alias27 = "BR_CRTAndReflectionPass" +shader28 = ../../shaders/base/reflection-glass-hdr.slang +scale_type28 = viewport +alias28 = "ReflectionPass" + +// Combine Passes ---------------------------------------------------------------- +shader29 = ../../shaders/base/output-hdr.slang +scale_type29 = viewport +alias29 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -330,12 +342,11 @@ g_vignette = "0.0" // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON.slangp index 72379bf..cca93d2 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-GLASS__MEGATRON.slangp @@ -1,4 +1,4 @@ -shaders = 24 +shaders = 26 shader0 = ../../shaders/base/add-params-glass.slang alias0 = "CorePass" @@ -40,141 +40,153 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear12 = true -scale_type12 = source -scale12 = 1.0 -mipmap_input12 = true -alias12 = "AvgLumPass" +shader12 = ../../shaders/base/stock.slang +float_framebuffer12 = true +alias12 = "PrePass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 +mipmap_input13 = true float_framebuffer13 = true -alias13 = "LinearizePass" +alias13 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader14 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear14 = "false" -scale_type14 = "source" -scale14 = "1.0" -wrap_mode14 = "clamp_to_border" -mipmap_input14 = "false" -alias14 = "SourceSDR" -float_framebuffer14 = "true" - -shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +shader15 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear15 = "false" scale_type15 = "source" scale15 = "1.0" wrap_mode15 = "clamp_to_border" mipmap_input15 = "false" -alias15 = "SourceHDR" +alias15 = "SourceSDR" float_framebuffer15 = "true" -shader16 = "../../shaders/megatron/crt-sony-megatron.slang" +shader16 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear16 = "false" +scale_type16 = "source" +scale16 = "1.0" wrap_mode16 = "clamp_to_border" mipmap_input16 = "false" -alias16 = "" -float_framebuffer16 = "false" -srgb_framebuffer16 = "false" -scale_type16 = "viewport" +alias16 = "SourceHDR" +float_framebuffer16 = "true" -shader17 = ../../shaders/base/post-crt-prep-glass.slang -alias17 = "MBZ_PostCRTPass" +shader17 = "../../shaders/megatron/crt-sony-megatron.slang" +filter_linear17 = "false" +wrap_mode17 = "clamp_to_border" +mipmap_input17 = "false" +scale_type17 = "viewport" +float_framebuffer17 = "true" +alias17 = "CRTPass" + +shader18 = ../../shaders/base/post-crt-prep-glass.slang +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader18 = ../../shaders/base/linearize-crt.slang -mipmap_input18 = true -filter_linear18 = true -scale_type18 = absolute -// scale_x18 = 480 -// scale_y18 = 270 -// scale_x18 = 960 -// scale_y18 = 540 -scale_x18 = 800 -scale_y18 = 600 -alias18 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +shader19 = ../../shaders/base/linearize-crt-hdr.slang mipmap_input19 = true filter_linear19 = true +scale_type19 = absolute +// scale_x19 = 480 +// scale_y19 = 270 +// scale_x19 = 960 +// scale_y19 = 540 +scale_x19 = 800 +scale_y19 = 600 +float_framebuffer19 = true +alias19 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader20 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input20 = true +filter_linear20 = true +float_framebuffer20 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader20 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear20 = true -alias20 = "BR_MirrorBlurredPass" +shader21 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear21 = true +float_framebuffer21 = true +alias21 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader21 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -scale_x21 = 128 -scale_y21 = 128 -alias21 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader22 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input22 = true filter_linear22 = true scale_type22 = absolute -scale_x22 = 12 -scale_y22 = 12 -alias22 = "BR_MirrorFullscreenGlowPass" +scale_x22 = 128 +scale_y22 = 128 +float_framebuffer22 = true +alias22 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader23 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input23 = true +filter_linear23 = true +scale_type23 = absolute +scale_x23 = 12 +scale_y23 = 12 +float_framebuffer23 = true +alias23 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader23 = ../../shaders/base/reflection-glass.slang -scale_type23 = viewport -alias23 = "BR_CRTAndReflectionPass" +shader24 = ../../shaders/base/reflection-glass-hdr.slang +scale_type24 = viewport +alias24 = "ReflectionPass" + +// Combine Passes ---------------------------------------------------------------- +shader25 = ../../shaders/base/output-hdr.slang +scale_type25 = viewport +alias25 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -304,9 +316,8 @@ g_vignette = "0.0" // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-SUPER-XBR__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-SUPER-XBR__GDV-NTSC.slangp index a5da841..b569276 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-SUPER-XBR__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-SUPER-XBR__GDV-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 35 +shaders = 36 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -40,214 +40,226 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader10 = ../../shaders/base/stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "PrePass0" -shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear11 = false -float_framebuffer11 = true -scale_type_x11 = source -scale_type_y11 = source -scale_x11 = 4.0 -scale_y11 = 1.0 -frame_count_mod11 = 2 -alias11 = NPass1 - -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../shaders/base/stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -alias15 = "PrePass" -mipmap_input15 = true -shader16 = ../../shaders/guest/hsm-avg-lum.slang +shader16 = ../../shaders/base/stock.slang filter_linear16 = true scale_type16 = source -scale16 = 1.0 +scale_x16 = 1.0 +scale_y16 = 1.0 +alias16 = "PrePass" mipmap_input16 = true -alias16 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 -float_framebuffer17 = true -alias17 = "LinearizePass" +mipmap_input17 = true +alias17 = "AvgLumPass" -shader18 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear18 = true -scale_type_x18 = viewport -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type18 = source +scale18 = 1.0 float_framebuffer18 = true -alias18 = Pass1 +alias18 = "LinearizePass" -shader19 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear19 = true -scale_type_x19 = absolute -scale_x19 = 640.0 +scale_type_x19 = viewport +scale_x19 = 1.0 scale_type_y19 = source -scale_y19 = 1.0 +scale_y19 = 1.0 float_framebuffer19 = true +alias19 = Pass1 -shader20 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear20 = true scale_type_x20 = absolute scale_x20 = 640.0 -scale_type_y20 = absolute -scale_y20 = 480.0 +scale_type_y20 = source +scale_y20 = 1.0 float_framebuffer20 = true -alias20 = GlowPass -shader21 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear21 = true scale_type_x21 = absolute scale_x21 = 640.0 scale_type_y21 = absolute -scale_y21 = 480.0 +scale_y21 = 480.0 float_framebuffer21 = true +alias21 = GlowPass -shader22 = ../../shaders/guest/hsm-bloom_vertical.slang +shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear22 = true scale_type_x22 = absolute scale_x22 = 640.0 scale_type_y22 = absolute -scale_y22 = 480.0 +scale_y22 = 480.0 float_framebuffer22 = true -alias22 = BloomPass -shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +shader23 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear23 = true +scale_type_x23 = absolute +scale_x23 = 640.0 +scale_type_y23 = absolute +scale_y23 = 480.0 float_framebuffer23 = true -scale_type23 = viewport -scale_x23 = 1.0 -scale_y23 = 1.0 +alias23 = BloomPass -shader24 = ../../shaders/guest/hsm-deconvergence.slang +shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear24 = true scale_type24 = viewport scale_x24 = 1.0 scale_y24 = 1.0 +float_framebuffer24 = true -shader25 = ../../shaders/base/post-crt-prep-image-layers.slang -alias25 = "MBZ_PostCRTPass" +shader25 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear25 = true +scale_type25 = viewport +scale_x25 = 1.0 +scale_y25 = 1.0 +float_framebuffer25 = true +alias25 = "CRTPass" + +shader26 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader26 = ../../shaders/base/linearize-crt.slang -mipmap_input26 = true -filter_linear26 = true -scale_type26 = absolute -// scale_x26 = 480 -// scale_y26 = 270 -// scale_x26 = 960 -// scale_y26 = 540 -scale_x26 = 800 -scale_y26 = 600 -alias26 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader27 = ../../shaders/base/blur-outside-screen-horiz.slang +shader27 = ../../shaders/base/linearize-crt.slang mipmap_input27 = true filter_linear27 = true +scale_type27 = absolute +// scale_x27 = 480 +// scale_y27 = 270 +// scale_x27 = 960 +// scale_y27 = 540 +scale_x27 = 800 +scale_y27 = 600 +float_framebuffer27 = true +alias27 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader28 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input28 = true +filter_linear28 = true +float_framebuffer28 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear28 = true -alias28 = "BR_MirrorBlurredPass" +shader29 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear29 = true +float_framebuffer29 = true +alias29 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader29 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input29 = true -filter_linear29 = true -scale_type29 = absolute -scale_x29 = 128 -scale_y29 = 128 -alias29 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader30 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input30 = true filter_linear30 = true scale_type30 = absolute -scale_x30 = 12 -scale_y30 = 12 -alias30 = "BR_MirrorFullscreenGlowPass" +scale_x30 = 128 +scale_y30 = 128 +float_framebuffer30 = true +alias30 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader31 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input31 = true +filter_linear31 = true +scale_type31 = absolute +scale_x31 = 12 +scale_y31 = 12 +float_framebuffer31 = true +alias31 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader31 = ../../shaders/base/reflection.slang -scale_type31 = viewport -float_framebuffer31 = true -alias31 = "BR_CRTAndReflectionPass" +shader32 = ../../shaders/base/reflection.slang +scale_type32 = viewport +alias32 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader32 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear32 = true -scale_type32 = viewport -float_framebuffer32 = true -alias32 = "BR_LayersUnderCRTPass" - -shader33 = ../../shaders/base/bezel-images-over-crt.slang +shader33 = ../../shaders/base/bezel-images-under-crt.slang filter_linear33 = true scale_type33 = viewport float_framebuffer33 = true -alias33 = "BR_LayersOverCRTPass" +alias33 = "BR_LayersUnderCRTPass" + +shader34 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear34 = true +scale_type34 = viewport +float_framebuffer34 = true +alias34 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader34 = ../../shaders/base/combine-passes.slang -scale_type34 = viewport -alias34 = "CombinePass" +shader35 = ../../shaders/base/combine-passes.slang +scale_type35 = viewport +alias35 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -434,8 +446,6 @@ GAMMA_INPUT = 2.0 gamma_out = 1.95 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -447,9 +457,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -463,3 +473,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-SUPER-XBR__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-SUPER-XBR__GDV.slangp index 9aa4948..e836623 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-SUPER-XBR__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD-SUPER-XBR__GDV.slangp @@ -1,4 +1,4 @@ -shaders = 36 +shaders = 37 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -40,62 +40,54 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang -// filter_linear11 = "false" -// wrap_mode11 = "clamp_to_border" -// mipmap_input11 = "false" -// float_framebuffer11 = "false" -// srgb_framebuffer11 = "true" -alias11 = XbrSource +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear11 = true +scale_type11 = source +scale_x11 = 1.0 +scale_y11 = 1.0 -shader12 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang -filter_linear12 = "false" -wrap_mode12 = "clamp_to_border" -mipmap_input12 = "false" -float_framebuffer12 = "false" -srgb_framebuffer12 = "true" +shader12 = ../../shaders/base/stock.slang +// filter_linear12 = "false" +// wrap_mode12 = "clamp_to_border" +// mipmap_input12 = "false" +// float_framebuffer12 = "false" +// srgb_framebuffer12 = "true" +alias12 = XbrSource -shader13 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang +shader13 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang filter_linear13 = "false" wrap_mode13 = "clamp_to_border" mipmap_input13 = "false" -alias13 = "" float_framebuffer13 = "false" srgb_framebuffer13 = "true" -scale_type_x13 = "source" -scale_x13 = "2.000000" -scale_type_y13 = "source" -scale_y13 = "2.000000" -shader14 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang +shader14 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang filter_linear14 = "false" wrap_mode14 = "clamp_to_border" mipmap_input14 = "false" @@ -103,11 +95,11 @@ alias14 = "" float_framebuffer14 = "false" srgb_framebuffer14 = "true" scale_type_x14 = "source" -scale_x14 = "1.000000" +scale_x14 = "2.000000" scale_type_y14 = "source" -scale_y14 = "1.000000" +scale_y14 = "2.000000" -shader15 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang +shader15 = ../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang filter_linear15 = "false" wrap_mode15 = "clamp_to_border" mipmap_input15 = "false" @@ -119,159 +111,179 @@ scale_x15 = "1.000000" scale_type_y15 = "source" scale_y15 = "1.000000" -shader16 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang -filter_linear16 = false -scale_type_x16 = source -scale_x16 = 1 -scale_type_y16 = source -scale_y16 = 0.5 -wrap_mode16 = "clamp_to_edge" +shader16 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-X.slang +filter_linear16 = "false" +wrap_mode16 = "clamp_to_border" +mipmap_input16 = "false" +alias16 = "" +float_framebuffer16 = "false" +srgb_framebuffer16 = "true" +scale_type_x16 = "source" +scale_x16 = "1.000000" +scale_type_y16 = "source" +scale_y16 = "1.000000" -shader17 = ../../shaders/base/stock.slang -filter_linear17 = true -scale_type17 = source -scale_x17 = 1.0 -scale_y17 = 1.0 -alias17 = "PrePass" -mipmap_input17 = true +shader17 = ../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang +filter_linear17 = false +scale_type_x17 = source +scale_x17 = 1 +scale_type_y17 = source +scale_y17 = 0.5 +wrap_mode17 = "clamp_to_edge" -shader18 = ../../shaders/guest/hsm-avg-lum.slang +shader18 = ../../shaders/base/stock.slang filter_linear18 = true scale_type18 = source -scale18 = 1.0 +scale_x18 = 1.0 +scale_y18 = 1.0 +alias18 = "PrePass" mipmap_input18 = true -alias18 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader19 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader19 = ../../shaders/guest/hsm-avg-lum.slang filter_linear19 = true scale_type19 = source scale19 = 1.0 -float_framebuffer19 = true -alias19 = "LinearizePass" +mipmap_input19 = true +alias19 = "AvgLumPass" -shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader20 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear20 = true -scale_type_x20 = absolute -scale_x20 = 800.0 -scale_type_y20 = source -scale_y20 = 1.0 +scale_type20 = source +scale20 = 1.0 float_framebuffer20 = true +alias20 = "LinearizePass" -shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader21 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear21 = true scale_type_x21 = absolute scale_x21 = 800.0 -scale_type_y21 = absolute -scale_y21 = 600.0 +scale_type_y21 = source +scale_y21 = 1.0 float_framebuffer21 = true -alias21 = GlowPass -shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader22 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear22 = true scale_type_x22 = absolute scale_x22 = 800.0 scale_type_y22 = absolute -scale_y22 = 600.0 +scale_y22 = 600.0 float_framebuffer22 = true +alias22 = GlowPass -shader23 = ../../shaders/guest/hsm-bloom_vertical.slang +shader23 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear23 = true -scale_type_x23 = source -scale_x23 = 1.0 -scale_type_y23 = source -scale_y23 = 1.0 +scale_type_x23 = absolute +scale_x23 = 800.0 +scale_type_y23 = absolute +scale_y23 = 600.0 float_framebuffer23 = true -alias23 = BloomPass -shader24 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader24 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear24 = true -float_framebuffer24 = true -scale_type24 = viewport +scale_type_x24 = source scale_x24 = 1.0 +scale_type_y24 = source scale_y24 = 1.0 +float_framebuffer24 = true +alias24 = BloomPass -shader25 = ../../shaders/guest/hsm-deconvergence.slang +shader25 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear25 = true scale_type25 = viewport scale_x25 = 1.0 scale_y25 = 1.0 +float_framebuffer25 = true -shader26 = ../../shaders/base/post-crt-prep-image-layers.slang -alias26 = "MBZ_PostCRTPass" +shader26 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear26 = true +scale_type26 = viewport +scale_x26 = 1.0 +scale_y26 = 1.0 +float_framebuffer26 = true +alias26 = "CRTPass" + +shader27 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader27 = ../../shaders/base/linearize-crt.slang -mipmap_input27 = true -filter_linear27 = true -scale_type27 = absolute -// scale_x27 = 480 -// scale_y27 = 270 -// scale_x27 = 960 -// scale_y27 = 540 -scale_x27 = 800 -scale_y27 = 600 -alias27 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-horiz.slang +shader28 = ../../shaders/base/linearize-crt.slang mipmap_input28 = true filter_linear28 = true +scale_type28 = absolute +// scale_x28 = 480 +// scale_y28 = 270 +// scale_x28 = 960 +// scale_y28 = 540 +scale_x28 = 800 +scale_y28 = 600 +float_framebuffer28 = true +alias28 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader29 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input29 = true +filter_linear29 = true +float_framebuffer29 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader29 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear29 = true -alias29 = "BR_MirrorBlurredPass" +shader30 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear30 = true +float_framebuffer30 = true +alias30 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader30 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input30 = true -filter_linear30 = true -scale_type30 = absolute -scale_x30 = 128 -scale_y30 = 128 -alias30 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader31 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input31 = true filter_linear31 = true scale_type31 = absolute -scale_x31 = 12 -scale_y31 = 12 -alias31 = "BR_MirrorFullscreenGlowPass" +scale_x31 = 128 +scale_y31 = 128 +float_framebuffer31 = true +alias31 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader32 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input32 = true +filter_linear32 = true +scale_type32 = absolute +scale_x32 = 12 +scale_y32 = 12 +float_framebuffer32 = true +alias32 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader32 = ../../shaders/base/reflection.slang -scale_type32 = viewport -float_framebuffer32 = true -alias32 = "BR_CRTAndReflectionPass" +shader33 = ../../shaders/base/reflection.slang +scale_type33 = viewport +alias33 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader33 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear33 = true -scale_type33 = viewport -float_framebuffer33 = true -alias33 = "BR_LayersUnderCRTPass" - -shader34 = ../../shaders/base/bezel-images-over-crt.slang +shader34 = ../../shaders/base/bezel-images-under-crt.slang filter_linear34 = true scale_type34 = viewport float_framebuffer34 = true -alias34 = "BR_LayersOverCRTPass" +alias34 = "BR_LayersUnderCRTPass" + +shader35 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear35 = true +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader35 = ../../shaders/base/combine-passes.slang -scale_type35 = viewport -alias35 = "CombinePass" +shader36 = ../../shaders/base/combine-passes.slang +scale_type36 = viewport +alias36 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -364,8 +376,6 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -377,9 +387,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -393,3 +403,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__EASYMODE.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__EASYMODE.slangp index 2864078..b0c7841 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__EASYMODE.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__EASYMODE.slangp @@ -1,4 +1,4 @@ -shaders = 28 +shaders = 29 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -40,150 +40,163 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang -filter_linear14 = false -srgb_framebuffer14 = true +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang +shader15 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang filter_linear15 = false srgb_framebuffer15 = true -shader16 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang +shader16 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang filter_linear16 = false srgb_framebuffer16 = true -// Easymode's Shader! -shader17 = ../../shaders/easymode/hsm-crt-easymode-halation.slang -filter_linear17 = true -scale_type17 = viewport -float_framebuffer17 = true +shader17 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang +filter_linear17 = false +srgb_framebuffer17 = true -shader18 = ../../shaders/base/post-crt-prep-image-layers.slang -alias18 = "MBZ_PostCRTPass" +// Easymode's Shader! +shader18 = ../../shaders/easymode/hsm-crt-easymode-halation.slang +filter_linear18 = true +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "CRTPass" + +g_gamma_out = 2.45 + +shader19 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type19 = viewport +float_framebuffer19 = true +alias19 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader19 = ../../shaders/base/linearize-crt.slang -mipmap_input19 = true -filter_linear19 = true -scale_type19 = absolute -// scale_x19 = 480 -// scale_y19 = 270 -// scale_x19 = 960 -// scale_y19 = 540 -scale_x19 = 800 -scale_y19 = 600 -alias19 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader20 = ../../shaders/base/blur-outside-screen-horiz.slang +shader20 = ../../shaders/base/linearize-crt.slang mipmap_input20 = true filter_linear20 = true +scale_type20 = absolute +// scale_x20 = 480 +// scale_y20 = 270 +// scale_x20 = 960 +// scale_y20 = 540 +scale_x20 = 800 +scale_y20 = 600 +float_framebuffer20 = true +alias20 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader21 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input21 = true +filter_linear21 = true +float_framebuffer21 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader21 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear21 = true -alias21 = "BR_MirrorBlurredPass" +shader22 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear22 = true +float_framebuffer22 = true +alias22 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader22 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -scale_x22 = 128 -scale_y22 = 128 -alias22 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader23 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input23 = true filter_linear23 = true scale_type23 = absolute -scale_x23 = 12 -scale_y23 = 12 -alias23 = "BR_MirrorFullscreenGlowPass" +scale_x23 = 128 +scale_y23 = 128 +float_framebuffer23 = true +alias23 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader24 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input24 = true +filter_linear24 = true +scale_type24 = absolute +scale_x24 = 12 +scale_y24 = 12 +float_framebuffer24 = true +alias24 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader24 = ../../shaders/base/reflection.slang -scale_type24 = viewport -float_framebuffer24 = true -alias24 = "BR_CRTAndReflectionPass" +shader25 = ../../shaders/base/reflection.slang +scale_type25 = viewport +alias25 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader25 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear25 = true -scale_type25 = viewport -float_framebuffer25 = true -alias25 = "BR_LayersUnderCRTPass" - -shader26 = ../../shaders/base/bezel-images-over-crt.slang +shader26 = ../../shaders/base/bezel-images-under-crt.slang filter_linear26 = true scale_type26 = viewport float_framebuffer26 = true -alias26 = "BR_LayersOverCRTPass" +alias26 = "BR_LayersUnderCRTPass" + +shader27 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear27 = true +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader27 = ../../shaders/base/combine-passes.slang -scale_type27 = viewport -alias27 = "CombinePass" +shader28 = ../../shaders/base/combine-passes.slang +scale_type28 = viewport +alias28 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI-NTSC.slangp index 0785058..f0463c7 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 30 +shaders = 31 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -40,168 +40,183 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader10 = ../../shaders/base/stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "PrePass0" -shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear11 = false -float_framebuffer11 = true -scale_type_x11 = source -scale_type_y11 = source -scale_x11 = 4.0 -scale_y11 = 1.0 -frame_count_mod11 = 2 -alias11 = NPass1 - -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../shaders/base/stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -alias15 = "PrePass" -mipmap_input15 = true -shader16 = ../../shaders/guest/hsm-avg-lum.slang +shader16 = ../../shaders/base/stock.slang filter_linear16 = true scale_type16 = source -scale16 = 1.0 +scale_x16 = 1.0 +scale_y16 = 1.0 +alias16 = "PrePass" mipmap_input16 = true -alias16 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 -float_framebuffer17 = true -alias17 = "LinearizePass" +mipmap_input17 = true +alias17 = "AvgLumPass" -shader18 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +float_framebuffer18 = true +alias18 = "LinearizePass" -shader19 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type19 = viewport -scale_x19 = 1.0 -scale_y19 = 1.0 -filter_linear19 = true +shader19 = ../../shaders/base/delinearize.slang +scale_type19 = source +float_framebuffer19 = "true" + +shader20 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 +filter_linear20 = true +float_framebuffer20 = "true" +alias20 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader20 = ../../shaders/base/post-crt-prep-image-layers.slang -alias20 = "MBZ_PostCRTPass" +shader21 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type21 = viewport +float_framebuffer21 = true +alias21 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +float_framebuffer22 = true +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true +float_framebuffer23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +float_framebuffer24 = true +alias24 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader24 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +float_framebuffer25 = true +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +float_framebuffer26 = true +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection.slang -scale_type26 = viewport -float_framebuffer26 = true -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection.slang +scale_type27 = viewport +alias27 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader27 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear27 = true -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_LayersUnderCRTPass" - -shader28 = ../../shaders/base/bezel-images-over-crt.slang +shader28 = ../../shaders/base/bezel-images-under-crt.slang filter_linear28 = true scale_type28 = viewport float_framebuffer28 = true -alias28 = "BR_LayersOverCRTPass" +alias28 = "BR_LayersUnderCRTPass" + +shader29 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear29 = true +scale_type29 = viewport +float_framebuffer29 = true +alias29 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader29 = ../../shaders/base/combine-passes.slang -scale_type29 = viewport -alias29 = "CombinePass" +shader30 = ../../shaders/base/combine-passes.slang +scale_type30 = viewport +alias30 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI.slangp index f95fc99..e07d393 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-MINI.slangp @@ -1,4 +1,4 @@ -shaders = 26 +shaders = 27 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -40,142 +40,157 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type15 = viewport -scale_x15 = 1.0 -scale_y15 = 1.0 -filter_linear15 = true +shader15 = ../../shaders/base/delinearize.slang +scale_type15 = source +float_framebuffer15 = "true" + +shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type16 = viewport +scale_x16 = 1.0 +scale_y16 = 1.0 +filter_linear16 = true +float_framebuffer16 = "true" +alias16 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader16 = ../../shaders/base/post-crt-prep-image-layers.slang -alias16 = "MBZ_PostCRTPass" +shader17 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type17 = viewport +float_framebuffer17 = true +alias17 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader17 = ../../shaders/base/linearize-crt.slang -mipmap_input17 = true -filter_linear17 = true -scale_type17 = absolute -// scale_x17 = 480 -// scale_y17 = 270 -// scale_x17 = 960 -// scale_y17 = 540 -scale_x17 = 800 -scale_y17 = 600 -alias17 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader18 = ../../shaders/base/blur-outside-screen-horiz.slang +shader18 = ../../shaders/base/linearize-crt.slang mipmap_input18 = true filter_linear18 = true +scale_type18 = absolute +// scale_x18 = 480 +// scale_y18 = 270 +// scale_x18 = 960 +// scale_y18 = 540 +scale_x18 = 800 +scale_y18 = 600 +float_framebuffer18 = true +alias18 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input19 = true +filter_linear19 = true +float_framebuffer19 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear19 = true -alias19 = "BR_MirrorBlurredPass" +shader20 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear20 = true +float_framebuffer20 = true +alias20 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader20 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input20 = true -filter_linear20 = true -scale_type20 = absolute -scale_x20 = 128 -scale_y20 = 128 -alias20 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader21 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input21 = true filter_linear21 = true scale_type21 = absolute -scale_x21 = 12 -scale_y21 = 12 -alias21 = "BR_MirrorFullscreenGlowPass" +scale_x21 = 128 +scale_y21 = 128 +float_framebuffer21 = true +alias21 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader22 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input22 = true +filter_linear22 = true +scale_type22 = absolute +scale_x22 = 12 +scale_y22 = 12 +float_framebuffer22 = true +alias22 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader22 = ../../shaders/base/reflection.slang -scale_type22 = viewport -float_framebuffer22 = true -alias22 = "BR_CRTAndReflectionPass" +shader23 = ../../shaders/base/reflection.slang +scale_type23 = viewport +alias23 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader23 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear23 = true -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_LayersUnderCRTPass" - -shader24 = ../../shaders/base/bezel-images-over-crt.slang +shader24 = ../../shaders/base/bezel-images-under-crt.slang filter_linear24 = true scale_type24 = viewport float_framebuffer24 = true -alias24 = "BR_LayersOverCRTPass" +alias24 = "BR_LayersUnderCRTPass" + +shader25 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear25 = true +scale_type25 = viewport +float_framebuffer25 = true +alias25 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader25 = ../../shaders/base/combine-passes.slang -scale_type25 = viewport -alias25 = "CombinePass" +shader26 = ../../shaders/base/combine-passes.slang +scale_type26 = viewport +alias26 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-NTSC.slangp index 5e940e9..e56de28 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 35 +shaders = 36 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -40,214 +40,226 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader10 = ../../shaders/base/stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "PrePass0" -shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear11 = false -float_framebuffer11 = true -scale_type_x11 = source -scale_type_y11 = source -scale_x11 = 4.0 -scale_y11 = 1.0 -frame_count_mod11 = 2 -alias11 = NPass1 - -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../shaders/base/stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -alias15 = "PrePass" -mipmap_input15 = true -shader16 = ../../shaders/guest/hsm-avg-lum.slang +shader16 = ../../shaders/base/stock.slang filter_linear16 = true scale_type16 = source -scale16 = 1.0 +scale_x16 = 1.0 +scale_y16 = 1.0 +alias16 = "PrePass" mipmap_input16 = true -alias16 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 -float_framebuffer17 = true -alias17 = "LinearizePass" +mipmap_input17 = true +alias17 = "AvgLumPass" -shader18 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear18 = true -scale_type_x18 = viewport -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type18 = source +scale18 = 1.0 float_framebuffer18 = true -alias18 = Pass1 +alias18 = "LinearizePass" -shader19 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear19 = true -scale_type_x19 = absolute -scale_x19 = 640.0 +scale_type_x19 = viewport +scale_x19 = 1.0 scale_type_y19 = source -scale_y19 = 1.0 +scale_y19 = 1.0 float_framebuffer19 = true +alias19 = Pass1 -shader20 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear20 = true scale_type_x20 = absolute scale_x20 = 640.0 -scale_type_y20 = absolute -scale_y20 = 480.0 +scale_type_y20 = source +scale_y20 = 1.0 float_framebuffer20 = true -alias20 = GlowPass -shader21 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear21 = true scale_type_x21 = absolute scale_x21 = 640.0 scale_type_y21 = absolute -scale_y21 = 480.0 +scale_y21 = 480.0 float_framebuffer21 = true +alias21 = GlowPass -shader22 = ../../shaders/guest/hsm-bloom_vertical.slang +shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear22 = true scale_type_x22 = absolute scale_x22 = 640.0 scale_type_y22 = absolute -scale_y22 = 480.0 +scale_y22 = 480.0 float_framebuffer22 = true -alias22 = BloomPass -shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +shader23 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear23 = true +scale_type_x23 = absolute +scale_x23 = 640.0 +scale_type_y23 = absolute +scale_y23 = 480.0 float_framebuffer23 = true -scale_type23 = viewport -scale_x23 = 1.0 -scale_y23 = 1.0 +alias23 = BloomPass -shader24 = ../../shaders/guest/hsm-deconvergence.slang +shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear24 = true scale_type24 = viewport scale_x24 = 1.0 scale_y24 = 1.0 +float_framebuffer24 = true -shader25 = ../../shaders/base/post-crt-prep-image-layers.slang -alias25 = "MBZ_PostCRTPass" +shader25 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear25 = true +scale_type25 = viewport +scale_x25 = 1.0 +scale_y25 = 1.0 +float_framebuffer25 = true +alias25 = "CRTPass" + +shader26 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader26 = ../../shaders/base/linearize-crt.slang -mipmap_input26 = true -filter_linear26 = true -scale_type26 = absolute -// scale_x26 = 480 -// scale_y26 = 270 -// scale_x26 = 960 -// scale_y26 = 540 -scale_x26 = 800 -scale_y26 = 600 -alias26 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader27 = ../../shaders/base/blur-outside-screen-horiz.slang +shader27 = ../../shaders/base/linearize-crt.slang mipmap_input27 = true filter_linear27 = true +scale_type27 = absolute +// scale_x27 = 480 +// scale_y27 = 270 +// scale_x27 = 960 +// scale_y27 = 540 +scale_x27 = 800 +scale_y27 = 600 +float_framebuffer27 = true +alias27 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader28 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input28 = true +filter_linear28 = true +float_framebuffer28 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear28 = true -alias28 = "BR_MirrorBlurredPass" +shader29 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear29 = true +float_framebuffer29 = true +alias29 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader29 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input29 = true -filter_linear29 = true -scale_type29 = absolute -scale_x29 = 128 -scale_y29 = 128 -alias29 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader30 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input30 = true filter_linear30 = true scale_type30 = absolute -scale_x30 = 12 -scale_y30 = 12 -alias30 = "BR_MirrorFullscreenGlowPass" +scale_x30 = 128 +scale_y30 = 128 +float_framebuffer30 = true +alias30 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader31 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input31 = true +filter_linear31 = true +scale_type31 = absolute +scale_x31 = 12 +scale_y31 = 12 +float_framebuffer31 = true +alias31 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader31 = ../../shaders/base/reflection.slang -scale_type31 = viewport -float_framebuffer31 = true -alias31 = "BR_CRTAndReflectionPass" +shader32 = ../../shaders/base/reflection.slang +scale_type32 = viewport +alias32 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader32 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear32 = true -scale_type32 = viewport -float_framebuffer32 = true -alias32 = "BR_LayersUnderCRTPass" - -shader33 = ../../shaders/base/bezel-images-over-crt.slang +shader33 = ../../shaders/base/bezel-images-under-crt.slang filter_linear33 = true scale_type33 = viewport float_framebuffer33 = true -alias33 = "BR_LayersOverCRTPass" +alias33 = "BR_LayersUnderCRTPass" + +shader34 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear34 = true +scale_type34 = viewport +float_framebuffer34 = true +alias34 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader34 = ../../shaders/base/combine-passes.slang -scale_type34 = viewport -alias34 = "CombinePass" +shader35 = ../../shaders/base/combine-passes.slang +scale_type35 = viewport +alias35 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV.slangp index 9b11dc8..6c49161 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__GDV.slangp @@ -1,4 +1,4 @@ -shaders = 30 +shaders = 31 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -40,179 +40,191 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear14 = true -scale_type_x14 = absolute -scale_x14 = 800.0 -scale_type_y14 = source -scale_y14 = 1.0 +scale_type14 = source +scale14 = 1.0 float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear15 = true scale_type_x15 = absolute scale_x15 = 800.0 -scale_type_y15 = absolute -scale_y15 = 600.0 +scale_type_y15 = source +scale_y15 = 1.0 float_framebuffer15 = true -alias15 = GlowPass -shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 scale_type_y16 = absolute -scale_y16 = 600.0 +scale_y16 = 600.0 float_framebuffer16 = true +alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear17 = true -scale_type_x17 = source -scale_x17 = 1.0 -scale_type_y17 = source -scale_y17 = 1.0 +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 float_framebuffer17 = true -alias17 = BloomPass -shader18 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear18 = true -float_framebuffer18 = true -scale_type18 = viewport +scale_type_x18 = source scale_x18 = 1.0 +scale_type_y18 = source scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-deconvergence.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear19 = true scale_type19 = viewport scale_x19 = 1.0 scale_y19 = 1.0 +float_framebuffer19 = true -shader20 = ../../shaders/base/post-crt-prep-image-layers.slang -alias20 = "MBZ_PostCRTPass" +shader20 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 +float_framebuffer20 = true +alias20 = "CRTPass" + +shader21 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type21 = viewport +float_framebuffer21 = true +alias21 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader21 = ../../shaders/base/linearize-crt.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -// scale_x21 = 480 -// scale_y21 = 270 -// scale_x21 = 960 -// scale_y21 = 540 -scale_x21 = 800 -scale_y21 = 600 -alias21 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader22 = ../../shaders/base/blur-outside-screen-horiz.slang +shader22 = ../../shaders/base/linearize-crt.slang mipmap_input22 = true filter_linear22 = true +scale_type22 = absolute +// scale_x22 = 480 +// scale_y22 = 270 +// scale_x22 = 960 +// scale_y22 = 540 +scale_x22 = 800 +scale_y22 = 600 +float_framebuffer22 = true +alias22 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input23 = true +filter_linear23 = true +float_framebuffer23 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear23 = true -alias23 = "BR_MirrorBlurredPass" +shader24 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear24 = true +float_framebuffer24 = true +alias24 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader24 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input24 = true -filter_linear24 = true -scale_type24 = absolute -scale_x24 = 128 -scale_y24 = 128 -alias24 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader25 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input25 = true filter_linear25 = true scale_type25 = absolute -scale_x25 = 12 -scale_y25 = 12 -alias25 = "BR_MirrorFullscreenGlowPass" +scale_x25 = 128 +scale_y25 = 128 +float_framebuffer25 = true +alias25 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader26 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input26 = true +filter_linear26 = true +scale_type26 = absolute +scale_x26 = 12 +scale_y26 = 12 +float_framebuffer26 = true +alias26 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader26 = ../../shaders/base/reflection.slang -scale_type26 = viewport -float_framebuffer26 = true -alias26 = "BR_CRTAndReflectionPass" +shader27 = ../../shaders/base/reflection.slang +scale_type27 = viewport +alias27 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader27 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear27 = true -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_LayersUnderCRTPass" - -shader28 = ../../shaders/base/bezel-images-over-crt.slang +shader28 = ../../shaders/base/bezel-images-under-crt.slang filter_linear28 = true scale_type28 = viewport float_framebuffer28 = true -alias28 = "BR_LayersOverCRTPass" +alias28 = "BR_LayersUnderCRTPass" + +shader29 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear29 = true +scale_type29 = viewport +float_framebuffer29 = true +alias29 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader29 = ../../shaders/base/combine-passes.slang -scale_type29 = viewport -alias29 = "CombinePass" +shader30 = ../../shaders/base/combine-passes.slang +scale_type30 = viewport +alias30 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__LCD-GRID.slangp index bfe6760..c865cfd 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__LCD-GRID.slangp @@ -1,4 +1,4 @@ -shaders = 26 +shaders = 27 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -40,139 +40,152 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear15 = "false" -scale_type15 = "viewport" -scale15 = "1.0" +shader15 = ../../shaders/base/delinearize.slang +float_framebuffer15 = "true" -shader16 = ../../shaders/base/post-crt-prep-image-layers.slang -alias16 = "MBZ_PostCRTPass" +shader16 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear16 = "false" +scale_type16 = "viewport" +scale16 = "1.0" +float_framebuffer16 = "true" +alias16 = "CRTPass" + +shader17 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type17 = viewport +float_framebuffer17 = true +alias17 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader17 = ../../shaders/base/linearize-crt.slang -mipmap_input17 = true -filter_linear17 = true -scale_type17 = absolute -// scale_x17 = 480 -// scale_y17 = 270 -// scale_x17 = 960 -// scale_y17 = 540 -scale_x17 = 800 -scale_y17 = 600 -alias17 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader18 = ../../shaders/base/blur-outside-screen-horiz.slang +shader18 = ../../shaders/base/linearize-crt.slang mipmap_input18 = true filter_linear18 = true +scale_type18 = absolute +// scale_x18 = 480 +// scale_y18 = 270 +// scale_x18 = 960 +// scale_y18 = 540 +scale_x18 = 800 +scale_y18 = 600 +float_framebuffer18 = true +alias18 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input19 = true +filter_linear19 = true +float_framebuffer19 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear19 = true -alias19 = "BR_MirrorBlurredPass" +shader20 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear20 = true +float_framebuffer20 = true +alias20 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader20 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input20 = true -filter_linear20 = true -scale_type20 = absolute -scale_x20 = 128 -scale_y20 = 128 -alias20 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader21 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input21 = true filter_linear21 = true scale_type21 = absolute -scale_x21 = 12 -scale_y21 = 12 -alias21 = "BR_MirrorFullscreenGlowPass" +scale_x21 = 128 +scale_y21 = 128 +float_framebuffer21 = true +alias21 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader22 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input22 = true +filter_linear22 = true +scale_type22 = absolute +scale_x22 = 12 +scale_y22 = 12 +float_framebuffer22 = true +alias22 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader22 = ../../shaders/base/reflection.slang -scale_type22 = viewport -float_framebuffer22 = true -alias22 = "BR_CRTAndReflectionPass" +shader23 = ../../shaders/base/reflection.slang +scale_type23 = viewport +alias23 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader23 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear23 = true -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_LayersUnderCRTPass" - -shader24 = ../../shaders/base/bezel-images-over-crt.slang +shader24 = ../../shaders/base/bezel-images-under-crt.slang filter_linear24 = true scale_type24 = viewport float_framebuffer24 = true -alias24 = "BR_LayersOverCRTPass" +alias24 = "BR_LayersUnderCRTPass" + +shader25 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear25 = true +scale_type25 = viewport +float_framebuffer25 = true +alias25 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader25 = ../../shaders/base/combine-passes.slang -scale_type25 = viewport -alias25 = "CombinePass" +shader26 = ../../shaders/base/combine-passes.slang +scale_type26 = viewport +alias26 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON-NTSC.slangp index 83ff8d4..b9444e3 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 31 +shaders = 32 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -40,187 +40,193 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader10 = ../../shaders/base/stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "PrePass0" -shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear11 = false -float_framebuffer11 = true -scale_type_x11 = source -scale_type_y11 = source -scale_x11 = 4.0 -scale_y11 = 1.0 -frame_count_mod11 = 2 -alias11 = NPass1 - -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../shaders/base/stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -alias15 = "PrePass" -mipmap_input15 = true -shader16 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -mipmap_input16 = true -alias16 = "AvgLumPass" +shader16 = ../../shaders/base/stock.slang +float_framebuffer16 = true +alias16 = "PrePass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 +mipmap_input17 = true float_framebuffer17 = true -alias17 = "LinearizePass" +alias17 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +float_framebuffer18 = true +alias18 = "LinearizePass" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader18 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear18 = "false" -scale_type18 = "source" -scale18 = "1.0" -wrap_mode18 = "clamp_to_border" -mipmap_input18 = "false" -alias18 = "SourceSDR" -float_framebuffer18 = "true" - -shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +shader19 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear19 = "false" scale_type19 = "source" scale19 = "1.0" wrap_mode19 = "clamp_to_border" mipmap_input19 = "false" -alias19 = "SourceHDR" +alias19 = "SourceSDR" float_framebuffer19 = "true" -shader20 = "../../shaders/megatron/crt-sony-megatron.slang" +shader20 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear20 = "false" +scale_type20 = "source" +scale20 = "1.0" wrap_mode20 = "clamp_to_border" mipmap_input20 = "false" -alias20 = "" -float_framebuffer20 = "false" -srgb_framebuffer20 = "false" -scale_type20 = "viewport" +alias20 = "SourceHDR" +float_framebuffer20 = "true" -shader21 = ../../shaders/base/post-crt-prep-image-layers.slang -alias21 = "MBZ_PostCRTPass" +shader21 = "../../shaders/megatron/crt-sony-megatron.slang" +filter_linear21 = "false" +wrap_mode21 = "clamp_to_border" +mipmap_input21 = "false" +scale_type21 = "viewport" +float_framebuffer21 = "true" +alias21 = "CRTPass" + +shader22 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader22 = ../../shaders/base/linearize-crt.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -// scale_x22 = 480 -// scale_y22 = 270 -// scale_x22 = 960 -// scale_y22 = 540 -scale_x22 = 800 -scale_y22 = 600 -alias22 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +shader23 = ../../shaders/base/linearize-crt-hdr.slang mipmap_input23 = true filter_linear23 = true +scale_type23 = absolute +// scale_x23 = 480 +// scale_y23 = 270 +// scale_x23 = 960 +// scale_y23 = 540 +scale_x23 = 800 +scale_y23 = 600 +float_framebuffer23 = true +alias23 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input24 = true +filter_linear24 = true +float_framebuffer24 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader24 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear24 = true -alias24 = "BR_MirrorBlurredPass" +shader25 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear25 = true +float_framebuffer25 = true +alias25 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader25 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input25 = true -filter_linear25 = true -scale_type25 = absolute -scale_x25 = 128 -scale_y25 = 128 -alias25 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader26 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input26 = true filter_linear26 = true scale_type26 = absolute -scale_x26 = 12 -scale_y26 = 12 -alias26 = "BR_MirrorFullscreenGlowPass" +scale_x26 = 128 +scale_y26 = 128 +float_framebuffer26 = true +alias26 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader27 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input27 = true +filter_linear27 = true +scale_type27 = absolute +scale_x27 = 12 +scale_y27 = 12 +float_framebuffer27 = true +alias27 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader27 = ../../shaders/base/reflection.slang -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_CRTAndReflectionPass" +shader28 = ../../shaders/base/reflection.slang +scale_type28 = viewport +alias28 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader28 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear28 = true -scale_type28 = viewport -float_framebuffer28 = true -alias28 = "BR_LayersUnderCRTPass" - -shader29 = ../../shaders/base/bezel-images-over-crt.slang +shader29 = ../../shaders/base/bezel-images-under-crt.slang filter_linear29 = true scale_type29 = viewport float_framebuffer29 = true -alias29 = "BR_LayersOverCRTPass" +alias29 = "BR_LayersUnderCRTPass" + +shader30 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader30 = ../../shaders/base/combine-passes.slang -scale_type30 = viewport -alias30 = "CombinePass" +shader31 = ../../shaders/base/combine-passes-hdr.slang +scale_type31 = viewport +alias31 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -314,21 +320,11 @@ TopLayerImage_mipmap = 1 // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" - -// Sony Megatron Color Monitor -hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" - -HSM_INT_SCALE_MODE = "1.000000" -HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON.slangp index 8c76f88..d1b9022 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__3__STD__MEGATRON.slangp @@ -1,4 +1,4 @@ -shaders = 27 +shaders = 28 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -40,161 +40,167 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear12 = true -scale_type12 = source -scale12 = 1.0 -mipmap_input12 = true -alias12 = "AvgLumPass" +shader12 = ../../shaders/base/stock.slang +float_framebuffer12 = true +alias12 = "PrePass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 +mipmap_input13 = true float_framebuffer13 = true -alias13 = "LinearizePass" +alias13 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader14 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear14 = "false" -scale_type14 = "source" -scale14 = "1.0" -wrap_mode14 = "clamp_to_border" -mipmap_input14 = "false" -alias14 = "SourceSDR" -float_framebuffer14 = "true" - -shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +shader15 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear15 = "false" scale_type15 = "source" scale15 = "1.0" wrap_mode15 = "clamp_to_border" mipmap_input15 = "false" -alias15 = "SourceHDR" +alias15 = "SourceSDR" float_framebuffer15 = "true" -shader16 = "../../shaders/megatron/crt-sony-megatron.slang" +shader16 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear16 = "false" +scale_type16 = "source" +scale16 = "1.0" wrap_mode16 = "clamp_to_border" mipmap_input16 = "false" -alias16 = "" -float_framebuffer16 = "false" -srgb_framebuffer16 = "false" -scale_type16 = "viewport" +alias16 = "SourceHDR" +float_framebuffer16 = "true" -shader17 = ../../shaders/base/post-crt-prep-image-layers.slang -alias17 = "MBZ_PostCRTPass" +shader17 = "../../shaders/megatron/crt-sony-megatron.slang" +filter_linear17 = "false" +wrap_mode17 = "clamp_to_border" +mipmap_input17 = "false" +scale_type17 = "viewport" +float_framebuffer17 = "true" +alias17 = "CRTPass" + +shader18 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader18 = ../../shaders/base/linearize-crt.slang -mipmap_input18 = true -filter_linear18 = true -scale_type18 = absolute -// scale_x18 = 480 -// scale_y18 = 270 -// scale_x18 = 960 -// scale_y18 = 540 -scale_x18 = 800 -scale_y18 = 600 -alias18 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +shader19 = ../../shaders/base/linearize-crt-hdr.slang mipmap_input19 = true filter_linear19 = true +scale_type19 = absolute +// scale_x19 = 480 +// scale_y19 = 270 +// scale_x19 = 960 +// scale_y19 = 540 +scale_x19 = 800 +scale_y19 = 600 +float_framebuffer19 = true +alias19 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader20 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input20 = true +filter_linear20 = true +float_framebuffer20 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader20 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear20 = true -alias20 = "BR_MirrorBlurredPass" +shader21 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear21 = true +float_framebuffer21 = true +alias21 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader21 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -scale_x21 = 128 -scale_y21 = 128 -alias21 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader22 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input22 = true filter_linear22 = true scale_type22 = absolute -scale_x22 = 12 -scale_y22 = 12 -alias22 = "BR_MirrorFullscreenGlowPass" +scale_x22 = 128 +scale_y22 = 128 +float_framebuffer22 = true +alias22 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader23 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input23 = true +filter_linear23 = true +scale_type23 = absolute +scale_x23 = 12 +scale_y23 = 12 +float_framebuffer23 = true +alias23 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader23 = ../../shaders/base/reflection.slang -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_CRTAndReflectionPass" +shader24 = ../../shaders/base/reflection.slang +scale_type24 = viewport +alias24 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader24 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear24 = true -scale_type24 = viewport -float_framebuffer24 = true -alias24 = "BR_LayersUnderCRTPass" - -shader25 = ../../shaders/base/bezel-images-over-crt.slang +shader25 = ../../shaders/base/bezel-images-under-crt.slang filter_linear25 = true scale_type25 = viewport float_framebuffer25 = true -alias25 = "BR_LayersOverCRTPass" +alias25 = "BR_LayersUnderCRTPass" + +shader26 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear26 = true +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader26 = ../../shaders/base/combine-passes.slang -scale_type26 = viewport -alias26 = "CombinePass" +shader27 = ../../shaders/base/combine-passes-hdr.slang +scale_type27 = viewport +alias27 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -288,9 +294,8 @@ TopLayerImage_mipmap = 1 // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT-SUPER-XBR__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT-SUPER-XBR__GDV-NTSC.slangp index 2998344..4541c9f 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT-SUPER-XBR__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT-SUPER-XBR__GDV-NTSC.slangp @@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias16 = "DeditherPass" shader17 = ../../shaders/base/stock.slang // filter_linear17 = "false" @@ -136,9 +137,10 @@ scale25 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader26 = ../../shaders/dogway/hsm-grade.slang -filter_linear26 = true +filter_linear26 = false scale_type26 = source scale26 = 1.0 +alias26 = "ColorCorrectPass" shader27 = ../../shaders/base/stock.slang alias27 = "PrePass0" @@ -219,7 +221,7 @@ scale_x37 = 640.0 scale_type_y37 = absolute scale_y37 = 480.0 float_framebuffer37 = true -alias37 = GlowPass +alias37 = "GlowPass" shader38 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear38 = true @@ -236,23 +238,27 @@ scale_x39 = 640.0 scale_type_y39 = absolute scale_y39 = 480.0 float_framebuffer39 = true -alias39 = BloomPass +alias39 = "BloomPass" shader40 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang filter_linear40 = true -float_framebuffer40 = true scale_type40 = viewport scale_x40 = 1.0 scale_y40 = 1.0 +float_framebuffer40 = true shader41 = ../../shaders/guest/hsm-deconvergence.slang filter_linear41 = true scale_type41 = viewport scale_x41 = 1.0 scale_y41 = 1.0 +float_framebuffer41 = true +alias41 = "CRTPass" shader42 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias42 = "MBZ_PostCRTPass" +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -368,8 +374,6 @@ GAMMA_INPUT = 2.0 gamma_out = 1.95 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -381,9 +385,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -397,3 +401,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT-SUPER-XBR__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT-SUPER-XBR__GDV.slangp index 2f1cdce..62f48f6 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT-SUPER-XBR__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT-SUPER-XBR__GDV.slangp @@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias16 = "DeditherPass" shader17 = ../../shaders/base/stock.slang // filter_linear17 = "false" @@ -136,9 +137,10 @@ scale25 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader26 = ../../shaders/dogway/hsm-grade.slang -filter_linear26 = true +filter_linear26 = false scale_type26 = source scale26 = 1.0 +alias26 = "ColorCorrectPass" shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear27 = true @@ -184,7 +186,7 @@ scale_x32 = 800.0 scale_type_y32 = absolute scale_y32 = 600.0 float_framebuffer32 = true -alias32 = GlowPass +alias32 = "GlowPass" shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear33 = true @@ -201,23 +203,27 @@ scale_x34 = 1.0 scale_type_y34 = source scale_y34 = 1.0 float_framebuffer34 = true -alias34 = BloomPass +alias34 = "BloomPass" shader35 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang filter_linear35 = true -float_framebuffer35 = true scale_type35 = viewport scale_x35 = 1.0 scale_y35 = 1.0 +float_framebuffer35 = true shader36 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang filter_linear36 = true scale_type36 = viewport scale_x36 = 1.0 scale_y36 = 1.0 +float_framebuffer36 = true +alias36 = "CRTPass" shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias37 = "MBZ_PostCRTPass" +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -329,8 +335,6 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -342,9 +346,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -358,3 +362,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__EASYMODE.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__EASYMODE.slangp index 640d287..1449e18 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__EASYMODE.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__EASYMODE.slangp @@ -1,4 +1,4 @@ -shaders = 22 +shaders = 23 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,96 +40,105 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang -filter_linear14 = false -srgb_framebuffer14 = true +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang +shader15 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang filter_linear15 = false srgb_framebuffer15 = true -shader16 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang +shader16 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang filter_linear16 = false srgb_framebuffer16 = true -// Easymode's Shader! -shader17 = ../../shaders/easymode/hsm-crt-easymode-halation.slang -filter_linear17 = true -scale_type17 = viewport -float_framebuffer17 = true +shader17 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang +filter_linear17 = false +srgb_framebuffer17 = true -shader18 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias18 = "MBZ_PostCRTPass" +// Easymode's Shader! +shader18 = ../../shaders/easymode/hsm-crt-easymode-halation.slang +filter_linear18 = true +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "CRTPass" + +g_gamma_out = 2.45 + +shader19 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type19 = viewport +float_framebuffer19 = true +alias19 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader19 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear19 = true -scale_type19 = viewport -float_framebuffer19 = true -alias19 = "BR_LayersUnderCRTPass" - -shader20 = ../../shaders/base/bezel-images-over-crt.slang +shader20 = ../../shaders/base/bezel-images-under-crt.slang filter_linear20 = true scale_type20 = viewport float_framebuffer20 = true -alias20 = "BR_LayersOverCRTPass" +alias20 = "BR_LayersUnderCRTPass" + +shader21 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear21 = true +scale_type21 = viewport +float_framebuffer21 = true +alias21 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader21 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type21 = viewport -alias21 = "CombinePass" +shader22 = ../../shaders/base/combine-passes-no-reflect.slang +scale_type22 = viewport +alias22 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI-NTSC.slangp index 5344af9..a7c379d 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 24 +shaders = 25 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,114 +40,125 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader10 = ../../shaders/base/stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "PrePass0" -shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear11 = false -float_framebuffer11 = true -scale_type_x11 = source -scale_type_y11 = source -scale_x11 = 4.0 -scale_y11 = 1.0 -frame_count_mod11 = 2 -alias11 = NPass1 - -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../shaders/base/stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -alias15 = "PrePass" -mipmap_input15 = true -shader16 = ../../shaders/guest/hsm-avg-lum.slang +shader16 = ../../shaders/base/stock.slang filter_linear16 = true scale_type16 = source -scale16 = 1.0 +scale_x16 = 1.0 +scale_y16 = 1.0 +alias16 = "PrePass" mipmap_input16 = true -alias16 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 -float_framebuffer17 = true -alias17 = "LinearizePass" +mipmap_input17 = true +alias17 = "AvgLumPass" -shader18 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +float_framebuffer18 = true +alias18 = "LinearizePass" -shader19 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type19 = viewport -scale_x19 = 1.0 -scale_y19 = 1.0 -filter_linear19 = true +shader19 = ../../shaders/base/delinearize.slang +scale_type19 = source +float_framebuffer19 = "true" + +shader20 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 +filter_linear20 = true +float_framebuffer20 = "true" +alias20 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader20 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias20 = "MBZ_PostCRTPass" +shader21 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type21 = viewport +float_framebuffer21 = true +alias21 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader21 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear21 = true -scale_type21 = viewport -float_framebuffer21 = true -alias21 = "BR_LayersUnderCRTPass" - -shader22 = ../../shaders/base/bezel-images-over-crt.slang +shader22 = ../../shaders/base/bezel-images-under-crt.slang filter_linear22 = true scale_type22 = viewport float_framebuffer22 = true -alias22 = "BR_LayersOverCRTPass" +alias22 = "BR_LayersUnderCRTPass" + +shader23 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear23 = true +scale_type23 = viewport +float_framebuffer23 = true +alias23 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader23 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type23 = viewport -alias23 = "CombinePass" +shader24 = ../../shaders/base/combine-passes-no-reflect.slang +scale_type24 = viewport +alias24 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI.slangp index f761296..1229347 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI.slangp @@ -1,4 +1,4 @@ -shaders = 20 +shaders = 21 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,88 +40,99 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type15 = viewport -scale_x15 = 1.0 -scale_y15 = 1.0 -filter_linear15 = true +shader15 = ../../shaders/base/delinearize.slang +scale_type15 = source +float_framebuffer15 = "true" + +shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type16 = viewport +scale_x16 = 1.0 +scale_y16 = 1.0 +filter_linear16 = true +float_framebuffer16 = "true" +alias16 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader16 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias16 = "MBZ_PostCRTPass" +shader17 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type17 = viewport +float_framebuffer17 = true +alias17 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader17 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear17 = true -scale_type17 = viewport -float_framebuffer17 = true -alias17 = "BR_LayersUnderCRTPass" - -shader18 = ../../shaders/base/bezel-images-over-crt.slang +shader18 = ../../shaders/base/bezel-images-under-crt.slang filter_linear18 = true scale_type18 = viewport float_framebuffer18 = true -alias18 = "BR_LayersOverCRTPass" +alias18 = "BR_LayersUnderCRTPass" + +shader19 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear19 = true +scale_type19 = viewport +float_framebuffer19 = true +alias19 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader19 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type19 = viewport -alias19 = "CombinePass" +shader20 = ../../shaders/base/combine-passes-no-reflect.slang +scale_type20 = viewport +alias20 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-NTSC.slangp index 4e24c3b..16edfa3 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 29 +shaders = 30 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,160 +40,168 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader10 = ../../shaders/base/stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "PrePass0" -shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear11 = false -float_framebuffer11 = true -scale_type_x11 = source -scale_type_y11 = source -scale_x11 = 4.0 -scale_y11 = 1.0 -frame_count_mod11 = 2 -alias11 = NPass1 - -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../shaders/base/stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -alias15 = "PrePass" -mipmap_input15 = true -shader16 = ../../shaders/guest/hsm-avg-lum.slang +shader16 = ../../shaders/base/stock.slang filter_linear16 = true scale_type16 = source -scale16 = 1.0 +scale_x16 = 1.0 +scale_y16 = 1.0 +alias16 = "PrePass" mipmap_input16 = true -alias16 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 -float_framebuffer17 = true -alias17 = "LinearizePass" +mipmap_input17 = true +alias17 = "AvgLumPass" -shader18 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear18 = true -scale_type_x18 = viewport -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type18 = source +scale18 = 1.0 float_framebuffer18 = true -alias18 = Pass1 +alias18 = "LinearizePass" -shader19 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear19 = true -scale_type_x19 = absolute -scale_x19 = 640.0 +scale_type_x19 = viewport +scale_x19 = 1.0 scale_type_y19 = source -scale_y19 = 1.0 +scale_y19 = 1.0 float_framebuffer19 = true +alias19 = Pass1 -shader20 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear20 = true scale_type_x20 = absolute scale_x20 = 640.0 -scale_type_y20 = absolute -scale_y20 = 480.0 +scale_type_y20 = source +scale_y20 = 1.0 float_framebuffer20 = true -alias20 = GlowPass -shader21 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear21 = true scale_type_x21 = absolute scale_x21 = 640.0 scale_type_y21 = absolute -scale_y21 = 480.0 +scale_y21 = 480.0 float_framebuffer21 = true +alias21 = "GlowPass" -shader22 = ../../shaders/guest/hsm-bloom_vertical.slang +shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear22 = true scale_type_x22 = absolute scale_x22 = 640.0 scale_type_y22 = absolute -scale_y22 = 480.0 +scale_y22 = 480.0 float_framebuffer22 = true -alias22 = BloomPass -shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang +shader23 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear23 = true +scale_type_x23 = absolute +scale_x23 = 640.0 +scale_type_y23 = absolute +scale_y23 = 480.0 float_framebuffer23 = true -scale_type23 = viewport -scale_x23 = 1.0 -scale_y23 = 1.0 +alias23 = "BloomPass" -shader24 = ../../shaders/guest/hsm-deconvergence.slang +shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang filter_linear24 = true scale_type24 = viewport scale_x24 = 1.0 scale_y24 = 1.0 +float_framebuffer24 = true -shader25 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias25 = "MBZ_PostCRTPass" +shader25 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear25 = true +scale_type25 = viewport +scale_x25 = 1.0 +scale_y25 = 1.0 +float_framebuffer25 = true +alias25 = "CRTPass" + +shader26 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader26 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear26 = true -scale_type26 = viewport -float_framebuffer26 = true -alias26 = "BR_LayersUnderCRTPass" - -shader27 = ../../shaders/base/bezel-images-over-crt.slang +shader27 = ../../shaders/base/bezel-images-under-crt.slang filter_linear27 = true scale_type27 = viewport float_framebuffer27 = true -alias27 = "BR_LayersOverCRTPass" +alias27 = "BR_LayersUnderCRTPass" + +shader28 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear28 = true +scale_type28 = viewport +float_framebuffer28 = true +alias28 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader28 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type28 = viewport -alias28 = "CombinePass" +shader29 = ../../shaders/base/combine-passes-no-reflect.slang +scale_type29 = viewport +alias29 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV.slangp index 907d1c8..735d76a 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV.slangp @@ -1,4 +1,4 @@ -shaders = 24 +shaders = 25 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,125 +40,133 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear14 = true -scale_type_x14 = absolute -scale_x14 = 800.0 -scale_type_y14 = source -scale_y14 = 1.0 +scale_type14 = source +scale14 = 1.0 float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear15 = true scale_type_x15 = absolute scale_x15 = 800.0 -scale_type_y15 = absolute -scale_y15 = 600.0 +scale_type_y15 = source +scale_y15 = 1.0 float_framebuffer15 = true -alias15 = GlowPass -shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 scale_type_y16 = absolute -scale_y16 = 600.0 +scale_y16 = 600.0 float_framebuffer16 = true +alias16 = "GlowPass" -shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear17 = true -scale_type_x17 = source -scale_x17 = 1.0 -scale_type_y17 = source -scale_y17 = 1.0 +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 float_framebuffer17 = true -alias17 = BloomPass -shader18 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear18 = true -float_framebuffer18 = true -scale_type18 = viewport +scale_type_x18 = source scale_x18 = 1.0 +scale_type_y18 = source scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = "BloomPass" -shader19 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang filter_linear19 = true scale_type19 = viewport scale_x19 = 1.0 scale_y19 = 1.0 +float_framebuffer19 = true -shader20 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias20 = "MBZ_PostCRTPass" +shader20 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 +float_framebuffer20 = true +alias20 = "CRTPass" + +shader21 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type21 = viewport +float_framebuffer21 = true +alias21 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader21 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear21 = true -scale_type21 = viewport -float_framebuffer21 = true -alias21 = "BR_LayersUnderCRTPass" - -shader22 = ../../shaders/base/bezel-images-over-crt.slang +shader22 = ../../shaders/base/bezel-images-under-crt.slang filter_linear22 = true scale_type22 = viewport float_framebuffer22 = true -alias22 = "BR_LayersOverCRTPass" +alias22 = "BR_LayersUnderCRTPass" + +shader23 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear23 = true +scale_type23 = viewport +float_framebuffer23 = true +alias23 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader23 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type23 = viewport -alias23 = "CombinePass" +shader24 = ../../shaders/base/combine-passes-no-reflect.slang +scale_type24 = viewport +alias24 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__LCD-GRID.slangp index 6dc977d..4ee128f 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__LCD-GRID.slangp @@ -1,4 +1,4 @@ -shaders = 20 +shaders = 21 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,85 +40,94 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear15 = "false" -scale_type15 = "viewport" -scale15 = "1.0" +shader15 = ../../shaders/base/delinearize.slang +float_framebuffer15 = "true" -shader16 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias16 = "MBZ_PostCRTPass" +shader16 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear16 = "false" +scale_type16 = "viewport" +scale16 = "1.0" +float_framebuffer16 = "true" +alias16 = "CRTPass" + +shader17 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type17 = viewport +float_framebuffer17 = true +alias17 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader17 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear17 = true -scale_type17 = viewport -float_framebuffer17 = true -alias17 = "BR_LayersUnderCRTPass" - -shader18 = ../../shaders/base/bezel-images-over-crt.slang +shader18 = ../../shaders/base/bezel-images-under-crt.slang filter_linear18 = true scale_type18 = viewport float_framebuffer18 = true -alias18 = "BR_LayersOverCRTPass" +alias18 = "BR_LayersUnderCRTPass" + +shader19 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear19 = true +scale_type19 = viewport +float_framebuffer19 = true +alias19 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader19 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type19 = viewport -alias19 = "CombinePass" +shader20 = ../../shaders/base/combine-passes-no-reflect.slang +scale_type20 = viewport +alias20 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON-NTSC.slangp index a2db065..020698a 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 25 +shaders = 26 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,133 +40,135 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader10 = ../../shaders/base/stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "PrePass0" -shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear11 = false -float_framebuffer11 = true -scale_type_x11 = source -scale_type_y11 = source -scale_x11 = 4.0 -scale_y11 = 1.0 -frame_count_mod11 = 2 -alias11 = NPass1 - -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../shaders/base/stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -alias15 = "PrePass" -mipmap_input15 = true -shader16 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -mipmap_input16 = true -alias16 = "AvgLumPass" +shader16 = ../../shaders/base/stock.slang +float_framebuffer16 = true +alias16 = "PrePass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 +mipmap_input17 = true float_framebuffer17 = true -alias17 = "LinearizePass" +alias17 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +float_framebuffer18 = true +alias18 = "LinearizePass" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader18 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear18 = "false" -scale_type18 = "source" -scale18 = "1.0" -wrap_mode18 = "clamp_to_border" -mipmap_input18 = "false" -alias18 = "SourceSDR" -float_framebuffer18 = "true" - -shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +shader19 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear19 = "false" scale_type19 = "source" scale19 = "1.0" wrap_mode19 = "clamp_to_border" mipmap_input19 = "false" -alias19 = "SourceHDR" +alias19 = "SourceSDR" float_framebuffer19 = "true" -shader20 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" +shader20 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear20 = "false" +scale_type20 = "source" +scale20 = "1.0" wrap_mode20 = "clamp_to_border" mipmap_input20 = "false" -alias20 = "" -float_framebuffer20 = "false" -srgb_framebuffer20 = "false" -scale_type20 = "viewport" +alias20 = "SourceHDR" +float_framebuffer20 = "true" -shader21 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias21 = "MBZ_PostCRTPass" +shader21 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" +filter_linear21 = "false" +wrap_mode21 = "clamp_to_border" +mipmap_input21 = "false" +scale_type21 = "viewport" +float_framebuffer21 = "true" +alias21 = "CRTPass" + +shader22 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader22 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear22 = true -scale_type22 = viewport -float_framebuffer22 = true -alias22 = "BR_LayersUnderCRTPass" - -shader23 = ../../shaders/base/bezel-images-over-crt.slang +shader23 = ../../shaders/base/bezel-images-under-crt.slang filter_linear23 = true scale_type23 = viewport float_framebuffer23 = true -alias23 = "BR_LayersOverCRTPass" +alias23 = "BR_LayersUnderCRTPass" + +shader24 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear24 = true +scale_type24 = viewport +float_framebuffer24 = true +alias24 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader24 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type24 = viewport -alias24 = "CombinePass" +shader25 = ../../shaders/base/combine-passes-no-reflect-hdr.slang +scale_type25 = viewport +alias25 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -260,12 +262,11 @@ TopLayerImage_mipmap = 1 // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON.slangp index f3ea1fc..b73eb65 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__MEGATRON.slangp @@ -1,4 +1,4 @@ -shaders = 21 +shaders = 22 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,107 +40,109 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear12 = true -scale_type12 = source -scale12 = 1.0 -mipmap_input12 = true -alias12 = "AvgLumPass" +shader12 = ../../shaders/base/stock.slang +float_framebuffer12 = true +alias12 = "PrePass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 +mipmap_input13 = true float_framebuffer13 = true -alias13 = "LinearizePass" +alias13 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader14 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear14 = "false" -scale_type14 = "source" -scale14 = "1.0" -wrap_mode14 = "clamp_to_border" -mipmap_input14 = "false" -alias14 = "SourceSDR" -float_framebuffer14 = "true" - -shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +shader15 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear15 = "false" scale_type15 = "source" scale15 = "1.0" wrap_mode15 = "clamp_to_border" mipmap_input15 = "false" -alias15 = "SourceHDR" +alias15 = "SourceSDR" float_framebuffer15 = "true" -shader16 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" +shader16 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear16 = "false" +scale_type16 = "source" +scale16 = "1.0" wrap_mode16 = "clamp_to_border" mipmap_input16 = "false" -alias16 = "" -float_framebuffer16 = "false" -srgb_framebuffer16 = "false" -scale_type16 = "viewport" +alias16 = "SourceHDR" +float_framebuffer16 = "true" -shader17 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias17 = "MBZ_PostCRTPass" +shader17 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" +filter_linear17 = "false" +wrap_mode17 = "clamp_to_border" +mipmap_input17 = "false" +scale_type17 = "viewport" +float_framebuffer17 = "true" +alias17 = "CRTPass" + +shader18 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "PostCRTPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader18 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear18 = true -scale_type18 = viewport -float_framebuffer18 = true -alias18 = "BR_LayersUnderCRTPass" - -shader19 = ../../shaders/base/bezel-images-over-crt.slang +shader19 = ../../shaders/base/bezel-images-under-crt.slang filter_linear19 = true scale_type19 = viewport float_framebuffer19 = true -alias19 = "BR_LayersOverCRTPass" +alias19 = "BR_LayersUnderCRTPass" + +shader20 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear20 = true +scale_type20 = viewport +float_framebuffer20 = true +alias20 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader20 = ../../shaders/base/combine-passes-no-reflect.slang -scale_type20 = viewport -alias20 = "CombinePass" +shader21 = ../../shaders/base/combine-passes-no-reflect-hdr.slang +scale_type21 = viewport +alias21 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -234,9 +236,8 @@ TopLayerImage_mipmap = 1 // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY-SUPER-XBR__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY-SUPER-XBR__GDV-NTSC.slangp index 5b7f2fb..6122733 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY-SUPER-XBR__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY-SUPER-XBR__GDV-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 43 +shaders = 44 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias16 = "DeditherPass" shader17 = ../../shaders/base/stock.slang // filter_linear17 = "false" @@ -136,9 +137,10 @@ scale25 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader26 = ../../shaders/dogway/hsm-grade.slang -filter_linear26 = true +filter_linear26 = false scale_type26 = source scale26 = 1.0 +alias26 = "ColorCorrectPass" shader27 = ../../shaders/base/stock.slang alias27 = "PrePass0" @@ -219,7 +221,7 @@ scale_x37 = 640.0 scale_type_y37 = absolute scale_y37 = 480.0 float_framebuffer37 = true -alias37 = GlowPass +alias37 = "GlowPass" shader38 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear38 = true @@ -236,23 +238,32 @@ scale_x39 = 640.0 scale_type_y39 = absolute scale_y39 = 480.0 float_framebuffer39 = true -alias39 = BloomPass +alias39 = "BloomPass" shader40 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang filter_linear40 = true -float_framebuffer40 = true scale_type40 = viewport scale_x40 = 1.0 scale_y40 = 1.0 +float_framebuffer40 = true shader41 = ../../shaders/guest/hsm-deconvergence.slang filter_linear41 = true scale_type41 = viewport scale_x41 = 1.0 scale_y41 = 1.0 +float_framebuffer41 = true +alias41 = "CRTPass" shader42 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias42 = "MBZ_PostCRTPass" +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader43 = ../../shaders/base/output-sdr.slang +scale_type43 = viewport +alias43 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -349,8 +360,6 @@ GAMMA_INPUT = 2.0 gamma_out = 1.95 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -362,9 +371,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -378,3 +387,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY-SUPER-XBR__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY-SUPER-XBR__GDV.slangp index b9cc53e..23c042a 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY-SUPER-XBR__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY-SUPER-XBR__GDV.slangp @@ -1,4 +1,4 @@ -shaders = 38 +shaders = 39 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias16 = "DeditherPass" shader17 = ../../shaders/base/stock.slang // filter_linear17 = "false" @@ -136,9 +137,10 @@ scale25 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader26 = ../../shaders/dogway/hsm-grade.slang -filter_linear26 = true +filter_linear26 = false scale_type26 = source scale26 = 1.0 +alias26 = "ColorCorrectPass" shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear27 = true @@ -184,7 +186,7 @@ scale_x32 = 800.0 scale_type_y32 = absolute scale_y32 = 600.0 float_framebuffer32 = true -alias32 = GlowPass +alias32 = "GlowPass" shader33 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear33 = true @@ -201,23 +203,32 @@ scale_x34 = 1.0 scale_type_y34 = source scale_y34 = 1.0 float_framebuffer34 = true -alias34 = BloomPass +alias34 = "BloomPass" shader35 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang filter_linear35 = true -float_framebuffer35 = true scale_type35 = viewport scale_x35 = 1.0 scale_y35 = 1.0 +float_framebuffer35 = true shader36 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang filter_linear36 = true scale_type36 = viewport scale_x36 = 1.0 scale_y36 = 1.0 +float_framebuffer36 = true +alias36 = "CRTPass" shader37 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias37 = "MBZ_PostCRTPass" +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader38 = ../../shaders/base/output-sdr.slang +scale_type38 = viewport +alias38 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -310,8 +321,6 @@ TopLayerImage_mipmap = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -323,9 +332,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -339,3 +348,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__EASYMODE.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__EASYMODE.slangp index 7e454d2..045d114 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__EASYMODE.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__EASYMODE.slangp @@ -1,4 +1,4 @@ -shaders = 19 +shaders = 21 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,77 +40,91 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang -filter_linear14 = false -srgb_framebuffer14 = true +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang +shader15 = ../../shaders/easymode/hsm-crt-easymode-blur_horiz.slang filter_linear15 = false srgb_framebuffer15 = true -shader16 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang +shader16 = ../../shaders/easymode/hsm-crt-easymode-blur_vert.slang filter_linear16 = false srgb_framebuffer16 = true -// Easymode's Shader! -shader17 = ../../shaders/easymode/hsm-crt-easymode-halation.slang -filter_linear17 = true -scale_type17 = viewport -float_framebuffer17 = true +shader17 = ../../shaders/easymode/hsm-crt-easymode-threshold.slang +filter_linear17 = false +srgb_framebuffer17 = true -shader18 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias18 = "MBZ_PostCRTPass" +// Easymode's Shader! +shader18 = ../../shaders/easymode/hsm-crt-easymode-halation.slang +filter_linear18 = true +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "CRTPass" + +g_gamma_out = 2.45 + +shader19 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type19 = viewport +float_framebuffer19 = true +alias19 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader20 = ../../shaders/base/output-sdr.slang +scale_type20 = viewport +alias20 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-MINI-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-MINI-NTSC.slangp index f8cf01f..f3e4090 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-MINI-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-MINI-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 21 +shaders = 23 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,95 +40,111 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader10 = ../../shaders/base/stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "PrePass0" -shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear11 = false -float_framebuffer11 = true -scale_type_x11 = source -scale_type_y11 = source -scale_x11 = 4.0 -scale_y11 = 1.0 -frame_count_mod11 = 2 -alias11 = NPass1 - -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../shaders/base/stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -alias15 = "PrePass" -mipmap_input15 = true -shader16 = ../../shaders/guest/hsm-avg-lum.slang +shader16 = ../../shaders/base/stock.slang filter_linear16 = true scale_type16 = source -scale16 = 1.0 +scale_x16 = 1.0 +scale_y16 = 1.0 +alias16 = "PrePass" mipmap_input16 = true -alias16 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 -float_framebuffer17 = true -alias17 = "LinearizePass" +mipmap_input17 = true +alias17 = "AvgLumPass" -shader18 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +float_framebuffer18 = true +alias18 = "LinearizePass" -shader19 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type19 = viewport -scale_x19 = 1.0 -scale_y19 = 1.0 -filter_linear19 = true +shader19 = ../../shaders/base/delinearize.slang +scale_type19 = source +float_framebuffer19 = "true" + +shader20 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 +filter_linear20 = true +float_framebuffer20 = "true" +alias20 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader20 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias20 = "MBZ_PostCRTPass" +shader21 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type21 = viewport +float_framebuffer21 = true +alias21 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader22 = ../../shaders/base/output-sdr.slang +scale_type22 = viewport +alias22 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-MINI.slangp index 093db85..051d8c5 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-MINI.slangp @@ -1,4 +1,4 @@ -shaders = 17 +shaders = 19 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,69 +40,85 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type15 = viewport -scale_x15 = 1.0 -scale_y15 = 1.0 -filter_linear15 = true +shader15 = ../../shaders/base/delinearize.slang +scale_type15 = source +float_framebuffer15 = "true" + +shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type16 = viewport +scale_x16 = 1.0 +scale_y16 = 1.0 +filter_linear16 = true +float_framebuffer16 = "true" +alias16 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader16 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias16 = "MBZ_PostCRTPass" +shader17 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type17 = viewport +float_framebuffer17 = true +alias17 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader18 = ../../shaders/base/output-sdr.slang +scale_type18 = viewport +alias18 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-NTSC.slangp index 708faee..2dde4ef 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 26 +shaders = 28 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,141 +40,154 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader10 = ../../shaders/base/stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "PrePass0" -shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear11 = false -float_framebuffer11 = true -scale_type_x11 = source -scale_type_y11 = source -scale_x11 = 4.0 -scale_y11 = 1.0 -frame_count_mod11 = 2 -alias11 = NPass1 - -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../shaders/base/stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -alias15 = "PrePass" -mipmap_input15 = true -shader16 = ../../shaders/guest/hsm-avg-lum.slang +shader16 = ../../shaders/base/stock.slang filter_linear16 = true scale_type16 = source -scale16 = 1.0 +scale_x16 = 1.0 +scale_y16 = 1.0 +alias16 = "PrePass" mipmap_input16 = true -alias16 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 -float_framebuffer17 = true -alias17 = "LinearizePass" +mipmap_input17 = true +alias17 = "AvgLumPass" -shader18 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear18 = true -scale_type_x18 = viewport -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type18 = source +scale18 = 1.0 float_framebuffer18 = true -alias18 = Pass1 +alias18 = "LinearizePass" -shader19 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear19 = true -scale_type_x19 = absolute -scale_x19 = 640.0 +scale_type_x19 = viewport +scale_x19 = 1.0 scale_type_y19 = source -scale_y19 = 1.0 +scale_y19 = 1.0 float_framebuffer19 = true +alias19 = Pass1 -shader20 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear20 = true scale_type_x20 = absolute scale_x20 = 640.0 -scale_type_y20 = absolute -scale_y20 = 480.0 +scale_type_y20 = source +scale_y20 = 1.0 float_framebuffer20 = true -alias20 = GlowPass -shader21 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear21 = true scale_type_x21 = absolute scale_x21 = 640.0 scale_type_y21 = absolute -scale_y21 = 480.0 +scale_y21 = 480.0 float_framebuffer21 = true +alias21 = "GlowPass" -shader22 = ../../shaders/guest/hsm-bloom_vertical.slang +shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear22 = true scale_type_x22 = absolute scale_x22 = 640.0 scale_type_y22 = absolute -scale_y22 = 480.0 +scale_y22 = 480.0 float_framebuffer22 = true -alias22 = BloomPass -shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang +shader23 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear23 = true +scale_type_x23 = absolute +scale_x23 = 640.0 +scale_type_y23 = absolute +scale_y23 = 480.0 float_framebuffer23 = true -scale_type23 = viewport -scale_x23 = 1.0 -scale_y23 = 1.0 +alias23 = "BloomPass" -shader24 = ../../shaders/guest/hsm-deconvergence.slang +shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-no-reflect.slang filter_linear24 = true scale_type24 = viewport scale_x24 = 1.0 scale_y24 = 1.0 +float_framebuffer24 = true -shader25 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias25 = "MBZ_PostCRTPass" +shader25 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear25 = true +scale_type25 = viewport +scale_x25 = 1.0 +scale_y25 = 1.0 +float_framebuffer25 = true +alias25 = "CRTPass" + +shader26 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader27 = ../../shaders/base/output-sdr.slang +scale_type27 = viewport +alias27 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV.slangp index 02ed877..86ef8a3 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV.slangp @@ -1,4 +1,4 @@ -shaders = 21 +shaders = 23 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,106 +40,209 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear14 = true -scale_type_x14 = absolute -scale_x14 = 800.0 -scale_type_y14 = source -scale_y14 = 1.0 +scale_type14 = source +scale14 = 1.0 float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear15 = true scale_type_x15 = absolute scale_x15 = 800.0 -scale_type_y15 = absolute -scale_y15 = 600.0 +scale_type_y15 = source +scale_y15 = 1.0 float_framebuffer15 = true -alias15 = GlowPass -shader16 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 scale_type_y16 = absolute -scale_y16 = 600.0 +scale_y16 = 600.0 float_framebuffer16 = true +alias16 = "GlowPass" -shader17 = ../../shaders/guest/hsm-bloom_vertical.slang +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear17 = true -scale_type_x17 = source -scale_x17 = 1.0 -scale_type_y17 = source -scale_y17 = 1.0 +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 float_framebuffer17 = true -alias17 = BloomPass -shader18 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear18 = true -float_framebuffer18 = true -scale_type18 = viewport +scale_type_x18 = source scale_x18 = 1.0 +scale_type_y18 = source scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = "BloomPass" -shader19 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang +shader19 = ../../shaders/guest/hsm-crt-guest-advanced-no-reflect.slang filter_linear19 = true scale_type19 = viewport scale_x19 = 1.0 scale_y19 = 1.0 +float_framebuffer19 = true -shader20 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias20 = "MBZ_PostCRTPass" +shader20 = ../../shaders/guest/hsm-deconvergence-no-reflect.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 +float_framebuffer20 = true +alias20 = "CRTPass" + +shader21 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type21 = viewport +float_framebuffer21 = true +alias21 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader22 = ../../shaders/base/output-sdr.slang +scale_type22 = viewport +alias22 = "OutputPass" +// Define textures to be used by the different passes +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" + +SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png +SamplerLUT1_linear = true +SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png +SamplerLUT2_linear = true +SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png +SamplerLUT3_linear = true +SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png +SamplerLUT4_linear = true + +IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png +IntroImage_linear = true +IntroImage_mipmap = 1 + +ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +ScreenPlacementImage_linear = false + +TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png +TubeDiffuseImage_linear = true +TubeDiffuseImage_mipmap = 1 + +TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png +TubeColoredGelImage_linear = true +TubeColoredGelImage_mipmap = 1 + +TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png +TubeShadowImage_linear = true +TubeShadowImage_mipmap = 1 + +TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png +TubeStaticReflectionImage_linear = true +TubeStaticReflectionImage_mipmap = 1 + +ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png +ReflectionMaskImage_linear = true +ReflectionMaskImage_mipmap = 1 + +FrameTextureImage = ../../shaders/textures/FrameTexture_2800x2120.png +FrameTextureImage_linear = true +FrameTextureImage_mipmap = 1 + +BackgroundImage = ../../shaders/textures/BackgroundImage_Carbon_3840x2160.png +BackgroundImage_linear = true +BackgroundImage_mipmap = 1 + +BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +BackgroundVertImage_linear = true +BackgroundVertImage_mipmap = 1 + +CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +CabinetGlassImage_linear = true +CabinetGlassImage_mipmap = 1 + +DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +DeviceImage_linear = true +DeviceImage_mipmap = 1 + +DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +DeviceVertImage_linear = true +DeviceVertImage_mipmap = 1 + +DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +DeviceLEDImage_linear = true +DeviceLEDImage_mipmap = 1 + +DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +DecalImage_linear = true +DecalImage_mipmap = 1 + +NightLightingImage = ../../shaders/textures/NightLightingClose_1920x1080.png +NightLightingImage_linear = true +NightLightingImage_mipmap = 1 + +NightLighting2Image = ../../shaders/textures/NightLightingFar_1920x1080.png +NightLighting2Image_linear = true +NightLighting2Image_mipmap = 1 + +LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +LEDImage_linear = true +LEDImage_mipmap = 1 + +TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +TopLayerImage_linear = true +TopLayerImage_mipmap = 1 + +// Use for matching vanilla GDV-Advanced +// HSM_ASPECT_RATIO_MODE = 6 +// HSM_CURVATURE_MODE = 0 // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__LCD-GRID.slangp index d63f335..8dda5d5 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__LCD-GRID.slangp @@ -1,4 +1,4 @@ -shaders = 17 +shaders = 19 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,66 +40,170 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang +shader12 = ../../shaders/base/stock.slang filter_linear12 = true scale_type12 = source -scale12 = 1.0 +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" mipmap_input12 = true -alias12 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 -float_framebuffer13 = true -alias13 = "LinearizePass" +mipmap_input13 = true +alias13 = "AvgLumPass" -shader14 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" -shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear15 = "false" -scale_type15 = "viewport" -scale15 = "1.0" +shader15 = ../../shaders/base/delinearize.slang +float_framebuffer15 = "true" -shader16 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias16 = "MBZ_PostCRTPass" +shader16 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear16 = "false" +scale_type16 = "viewport" +scale16 = "1.0" +float_framebuffer16 = "true" +alias16 = "CRTPass" + +shader17 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type17 = viewport +float_framebuffer17 = true +alias17 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader18 = ../../shaders/base/output-sdr.slang +scale_type18 = viewport +alias18 = "OutputPass" +// Define textures to be used by the different passes +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" + +SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png +SamplerLUT1_linear = true +SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png +SamplerLUT2_linear = true +SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png +SamplerLUT3_linear = true +SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png +SamplerLUT4_linear = true + +IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png +IntroImage_linear = true +IntroImage_mipmap = 1 + +ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +ScreenPlacementImage_linear = false + +TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png +TubeDiffuseImage_linear = true +TubeDiffuseImage_mipmap = 1 + +TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png +TubeColoredGelImage_linear = true +TubeColoredGelImage_mipmap = 1 + +TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png +TubeShadowImage_linear = true +TubeShadowImage_mipmap = 1 + +TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png +TubeStaticReflectionImage_linear = true +TubeStaticReflectionImage_mipmap = 1 + +ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png +ReflectionMaskImage_linear = true +ReflectionMaskImage_mipmap = 1 + +FrameTextureImage = ../../shaders/textures/FrameTexture_2800x2120.png +FrameTextureImage_linear = true +FrameTextureImage_mipmap = 1 + +BackgroundImage = ../../shaders/textures/BackgroundImage_Carbon_3840x2160.png +BackgroundImage_linear = true +BackgroundImage_mipmap = 1 + +BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +BackgroundVertImage_linear = true +BackgroundVertImage_mipmap = 1 + +CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +CabinetGlassImage_linear = true +CabinetGlassImage_mipmap = 1 + +DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +DeviceImage_linear = true +DeviceImage_mipmap = 1 + +DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +DeviceVertImage_linear = true +DeviceVertImage_mipmap = 1 + +DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +DeviceLEDImage_linear = true +DeviceLEDImage_mipmap = 1 + +DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +DecalImage_linear = true +DecalImage_mipmap = 1 + +NightLightingImage = ../../shaders/textures/NightLightingClose_1920x1080.png +NightLightingImage_linear = true +NightLightingImage_mipmap = 1 + +NightLighting2Image = ../../shaders/textures/NightLightingFar_1920x1080.png +NightLighting2Image_linear = true +NightLighting2Image_mipmap = 1 + +LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +LEDImage_linear = true +LEDImage_mipmap = 1 + +TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +TopLayerImage_linear = true +TopLayerImage_mipmap = 1 + +// Use for matching vanilla GDV-Advanced +// HSM_ASPECT_RATIO_MODE = 6 +// HSM_CURVATURE_MODE = 0 // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__MEGATRON-NTSC.slangp index 3c6b4b6..fc5445f 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__MEGATRON-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 22 +shaders = 24 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,114 +40,121 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader10 = ../../shaders/base/stock.slang -alias10 = "PrePass0" +shader11 = ../../shaders/base/stock.slang +alias11 = "PrePass0" -shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear11 = false -float_framebuffer11 = true -scale_type_x11 = source -scale_type_y11 = source -scale_x11 = 4.0 -scale_y11 = 1.0 -frame_count_mod11 = 2 -alias11 = NPass1 - -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false float_framebuffer12 = true -filter_linear12 = true -scale_type12 = source -scale_x12 = 0.5 +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true filter_linear13 = true scale_type13 = source -scale_x13 = 1.0 +scale_x13 = 0.5 scale_y13 = 1.0 -shader14 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear14 = true scale_type14 = source scale_x14 = 1.0 scale_y14 = 1.0 -shader15 = ../../shaders/base/stock.slang +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -alias15 = "PrePass" -mipmap_input15 = true -shader16 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear16 = true -scale_type16 = source -scale16 = 1.0 -mipmap_input16 = true -alias16 = "AvgLumPass" +shader16 = ../../shaders/base/stock.slang +float_framebuffer16 = true +alias16 = "PrePass" -// Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-avg-lum.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 +mipmap_input17 = true float_framebuffer17 = true -alias17 = "LinearizePass" +alias17 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +float_framebuffer18 = true +alias18 = "LinearizePass" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader18 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear18 = "false" -scale_type18 = "source" -scale18 = "1.0" -wrap_mode18 = "clamp_to_border" -mipmap_input18 = "false" -alias18 = "SourceSDR" -float_framebuffer18 = "true" - -shader19 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +shader19 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear19 = "false" scale_type19 = "source" scale19 = "1.0" wrap_mode19 = "clamp_to_border" mipmap_input19 = "false" -alias19 = "SourceHDR" +alias19 = "SourceSDR" float_framebuffer19 = "true" -shader20 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" +shader20 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear20 = "false" +scale_type20 = "source" +scale20 = "1.0" wrap_mode20 = "clamp_to_border" mipmap_input20 = "false" -alias20 = "" -float_framebuffer20 = "false" -srgb_framebuffer20 = "false" -scale_type20 = "viewport" +alias20 = "SourceHDR" +float_framebuffer20 = "true" -shader21 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias21 = "MBZ_PostCRTPass" +shader21 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" +filter_linear21 = "false" +wrap_mode21 = "clamp_to_border" +mipmap_input21 = "false" +scale_type21 = "viewport" +float_framebuffer21 = "true" +alias21 = "CRTPass" + +shader22 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader23 = ../../shaders/base/output-hdr.slang +scale_type23 = viewport +alias23 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -241,12 +248,11 @@ TopLayerImage_mipmap = 1 // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__MEGATRON.slangp index 2ee99a5..c4ad4ae 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__MEGATRON.slangp @@ -1,4 +1,4 @@ -shaders = 18 +shaders = 20 shader0 = ../../shaders/base/add-params-no-reflect.slang alias0 = "CorePass" @@ -40,88 +40,95 @@ scale_type5 = source scale5 = 1.0 alias5 = "IntroPass" -shader6 = ../../shaders/base/stock.slang -alias6 = "PreCRTPass" +shader6 = ../../shaders/base/stock.slang +alias6 = "DeditherPass" -shader7 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -alias7 = "AfterglowPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" -shader8 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader8 = ../../shaders/guest/hsm-afterglow0.slang filter_linear8 = true scale_type8 = source -mipmap_input8 = true scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 - -shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear10 = true +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false scale_type10 = source -scale_x10 = 1.0 -scale_y10 = 1.0 +scale10 = 1.0 +alias10 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear11 = true scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -alias11 = "PrePass" -mipmap_input11 = true -shader12 = ../../shaders/guest/hsm-avg-lum.slang -filter_linear12 = true -scale_type12 = source -scale12 = 1.0 -mipmap_input12 = true -alias12 = "AvgLumPass" +shader12 = ../../shaders/base/stock.slang +float_framebuffer12 = true +alias12 = "PrePass" -// Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-avg-lum.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 +mipmap_input13 = true float_framebuffer13 = true -alias13 = "LinearizePass" +alias13 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" feedback_pass = "0" // Sony Megatron Colour Video Monitor by Major Pain The Cactus -shader14 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" -filter_linear14 = "false" -scale_type14 = "source" -scale14 = "1.0" -wrap_mode14 = "clamp_to_border" -mipmap_input14 = "false" -alias14 = "SourceSDR" -float_framebuffer14 = "true" - -shader15 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" +shader15 = "../../shaders/megatron/crt-sony-megatron-source-pass.slang" filter_linear15 = "false" scale_type15 = "source" scale15 = "1.0" wrap_mode15 = "clamp_to_border" mipmap_input15 = "false" -alias15 = "SourceHDR" +alias15 = "SourceSDR" float_framebuffer15 = "true" -shader16 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" +shader16 = "../../shaders/megatron/crt-sony-megatron-hdr-pass.slang" filter_linear16 = "false" +scale_type16 = "source" +scale16 = "1.0" wrap_mode16 = "clamp_to_border" mipmap_input16 = "false" -alias16 = "" -float_framebuffer16 = "false" -srgb_framebuffer16 = "false" -scale_type16 = "viewport" +alias16 = "SourceHDR" +float_framebuffer16 = "true" -shader17 = ../../shaders/base/post-crt-prep-no-reflect.slang -alias17 = "MBZ_PostCRTPass" +shader17 = "../../shaders/megatron/crt-sony-megatron-no-reflect.slang" +filter_linear17 = "false" +wrap_mode17 = "clamp_to_border" +mipmap_input17 = "false" +scale_type17 = "viewport" +float_framebuffer17 = "true" +alias17 = "CRTPass" + +shader18 = ../../shaders/base/post-crt-prep-no-reflect.slang +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader19 = ../../shaders/base/output-hdr.slang +scale_type19 = viewport +alias19 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" @@ -215,9 +222,8 @@ TopLayerImage_mipmap = 1 // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO-SUPER-XBR__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO-SUPER-XBR__GDV-NTSC.slangp index a56f132..7d9540e 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO-SUPER-XBR__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO-SUPER-XBR__GDV-NTSC.slangp @@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias16 = "DeditherPass" shader17 = ../../shaders/base/stock.slang // filter_linear17 = "false" @@ -136,9 +137,10 @@ scale25 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader26 = ../../shaders/dogway/hsm-grade.slang -filter_linear26 = true +filter_linear26 = false scale_type26 = source scale26 = 1.0 +alias26 = "ColorCorrectPass" shader27 = ../../shaders/base/stock.slang alias27 = "PrePass0" @@ -236,23 +238,27 @@ scale_x39 = 640.0 scale_type_y39 = absolute scale_y39 = 480.0 float_framebuffer39 = true -alias39 = BloomPass +alias39 = BloomPass shader40 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-potato.slang filter_linear40 = true -float_framebuffer40 = true scale_type40 = viewport scale_x40 = 1.0 scale_y40 = 1.0 +float_framebuffer40 = true shader41 = ../../shaders/guest/hsm-deconvergence.slang filter_linear41 = true scale_type41 = viewport scale_x41 = 1.0 scale_y41 = 1.0 +float_framebuffer41 = true +alias41 = "CRTPass" shader42 = ../../shaders/base/post-crt-prep-potato.slang -alias42 = "MBZ_PostCRTPass" +scale_type42 = viewport +float_framebuffer42 = true +alias42 = "PostCRTPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage" @@ -288,8 +294,6 @@ GAMMA_INPUT = 2.0 gamma_out = 1.95 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -301,9 +305,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -317,3 +321,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO-SUPER-XBR__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO-SUPER-XBR__GDV.slangp index be140d9..b0bf26b 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO-SUPER-XBR__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO-SUPER-XBR__GDV.slangp @@ -58,6 +58,7 @@ shader14 = ../../shaders/mdapt/hsm-mdapt-pass4.slang shader15 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader16 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias16 = "DeditherPass" shader17 = ../../shaders/base/stock.slang // filter_linear17 = "false" @@ -136,9 +137,10 @@ scale25 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader26 = ../../shaders/dogway/hsm-grade.slang -filter_linear26 = true +filter_linear26 = false scale_type26 = source scale26 = 1.0 +alias26 = "ColorCorrectPass" shader27 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear27 = true @@ -205,19 +207,23 @@ alias34 = BloomPass shader35 = ../../shaders/guest/hsm-crt-guest-advanced-potato.slang filter_linear35 = true -float_framebuffer35 = true scale_type35 = viewport scale_x35 = 1.0 scale_y35 = 1.0 +float_framebuffer35 = true shader36 = ../../shaders/guest/hsm-deconvergence-potato.slang filter_linear36 = true scale_type36 = viewport scale_x36 = 1.0 scale_y36 = 1.0 +float_framebuffer36 = true +alias36 = "CRTPass" shader37 = ../../shaders/base/post-crt-prep-potato.slang -alias37 = "MBZ_PostCRTPass" +scale_type37 = viewport +float_framebuffer37 = true +alias37 = "PostCRTPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage" @@ -249,8 +255,6 @@ HSM_ASPECT_RATIO_MODE = 1 // HSM_CURVATURE_MODE = 0 // SMOOTH-ADV -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 - HSM_DEDITHER_MODE = 3 SHARPSMOOTHER_ON = 1 @@ -262,9 +266,9 @@ mtric = 0.3 SUPERXBR_ON = 1 -ntsc_scale = 0.55 +ntsc_scale = 0.45 -SHARPEN = 0.5 +SHARPEN = 1 HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 @@ -278,3 +282,6 @@ HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 // maskDark = 0.4 // maskLight = 1.2 // mask_gamma = 4 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__EASYMODE.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__EASYMODE.slangp index d902c03..fd4ca34 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__EASYMODE.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__EASYMODE.slangp @@ -58,9 +58,10 @@ scale8 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true +filter_linear9 = false scale_type9 = source scale9 = 1.0 +alias9 = "ColorCorrectPass" shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear10 = true @@ -108,9 +109,14 @@ shader17 = ../../shaders/easymode/hsm-crt-easymode-halation.slang filter_linear17 = true scale_type17 = viewport float_framebuffer17 = true +alias17 = "CRTPass" + +g_gamma_out = 2.45 shader18 = ../../shaders/base/post-crt-prep-potato.slang -alias18 = "MBZ_PostCRTPass" +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "PostCRTPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI-NTSC.slangp index 3ac81db..8a15ecc 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 13 +shaders = 18 shader0 = ../../shaders/base/add-params-potato.slang alias0 = "CorePass" @@ -43,9 +43,10 @@ alias5 = "IntroPass" // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader6 = ../../shaders/dogway/hsm-grade.slang -filter_linear6 = true +filter_linear6 = false scale_type6 = source scale6 = 1.0 +alias6 = "ColorCorrectPass" shader7 = ../../shaders/base/stock.slang alias7 = "PrePass0" @@ -73,16 +74,54 @@ scale_type10 = source scale_x10 = 1.0 scale_y10 = 1.0 -shader11 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini-potato.slang -scale_type11 = viewport +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear11 = true +scale_type11 = source scale_x11 = 1.0 scale_y11 = 1.0 -filter_linear11 = true + +shader12 = ../../shaders/base/stock.slang +filter_linear12 = true +scale_type12 = source +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" +mipmap_input12 = true + +shader13 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear13 = true +scale_type13 = source +scale13 = 1.0 +mipmap_input13 = true +alias13 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" + +shader15 = ../../shaders/base/delinearize.slang +scale_type15 = source +float_framebuffer15 = "true" + +shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini-potato.slang +scale_type16 = viewport +scale_x16 = 1.0 +scale_y16 = 1.0 +filter_linear16 = true +float_framebuffer16 = "true" +alias16 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader12 = ../../shaders/base/post-crt-prep-potato.slang -alias12 = "MBZ_PostCRTPass" +shader17 = ../../shaders/base/post-crt-prep-potato.slang +scale_type17 = viewport +float_framebuffer17 = true +alias17 = "PostCRTPass" // Define textures to be used by the different passes textures = "ScreenPlacementImage;BackgroundImage;BackgroundVertImage" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI.slangp index afd3643..3289a22 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI.slangp @@ -1,4 +1,4 @@ -shaders = 9 +shaders = 14 shader0 = ../../shaders/base/add-params-potato.slang alias0 = "CorePass" @@ -43,20 +43,59 @@ alias5 = "IntroPass" // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader6 = ../../shaders/dogway/hsm-grade.slang -filter_linear6 = true +filter_linear6 = false scale_type6 = source scale6 = 1.0 +alias6 = "ColorCorrectPass" -shader7 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini-potato.slang -scale_type7 = viewport +shader7 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear7 = true +scale_type7 = source scale_x7 = 1.0 scale_y7 = 1.0 -filter_linear7 = true + +shader8 = ../../shaders/base/stock.slang +filter_linear8 = true +scale_type8 = source +scale_x8 = 1.0 +scale_y8 = 1.0 +alias8 = "PrePass" +mipmap_input8 = true + +shader9 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear9 = true +scale_type9 = source +scale9 = 1.0 +mipmap_input9 = true +alias9 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader10 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear10 = true +scale_type10 = source +scale10 = 1.0 +float_framebuffer10 = true +alias10 = "LinearizePass" + +shader11 = ../../shaders/base/delinearize.slang +scale_type11 = source +float_framebuffer11 = "true" + +shader12 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini-potato.slang +scale_type12 = viewport +scale_x12 = 1.0 +scale_y12 = 1.0 +filter_linear12 = true +float_framebuffer12 = "true" +alias12 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader8 = ../../shaders/base/post-crt-prep-potato.slang -alias8 = "MBZ_PostCRTPass" +shader13 = ../../shaders/base/post-crt-prep-potato.slang +scale_type13 = viewport +float_framebuffer13 = true +alias13 = "PostCRTPass" // Define textures to be used by the different passes textures = "ScreenPlacementImage;BackgroundImage;BackgroundVertImage" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-NTSC.slangp index 510a441..083b223 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-NTSC.slangp @@ -58,9 +58,10 @@ scale8 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true +filter_linear9 = false scale_type9 = source scale9 = 1.0 +alias9 = "ColorCorrectPass" shader10 = ../../shaders/base/stock.slang alias10 = "PrePass0" @@ -158,23 +159,27 @@ scale_x22 = 640.0 scale_type_y22 = absolute scale_y22 = 480.0 float_framebuffer22 = true -alias22 = BloomPass +alias22 = BloomPass shader23 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-potato.slang filter_linear23 = true -float_framebuffer23 = true scale_type23 = viewport scale_x23 = 1.0 scale_y23 = 1.0 +float_framebuffer23 = true shader24 = ../../shaders/guest/hsm-deconvergence.slang filter_linear24 = true scale_type24 = viewport scale_x24 = 1.0 scale_y24 = 1.0 +float_framebuffer24 = true +alias24 = "CRTPass" shader25 = ../../shaders/base/post-crt-prep-potato.slang -alias25 = "MBZ_PostCRTPass" +scale_type25 = viewport +float_framebuffer25 = true +alias25 = "PostCRTPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV.slangp index aed1676..d349367 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV.slangp @@ -58,9 +58,10 @@ scale8 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true +filter_linear9 = false scale_type9 = source scale9 = 1.0 +alias9 = "ColorCorrectPass" shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear10 = true @@ -127,19 +128,23 @@ alias17 = BloomPass shader18 = ../../shaders/guest/hsm-crt-guest-advanced-potato.slang filter_linear18 = true -float_framebuffer18 = true scale_type18 = viewport scale_x18 = 1.0 scale_y18 = 1.0 +float_framebuffer18 = true shader19 = ../../shaders/guest/hsm-deconvergence-potato.slang filter_linear19 = true scale_type19 = viewport scale_x19 = 1.0 scale_y19 = 1.0 +float_framebuffer19 = true +alias19 = "CRTPass" shader20 = ../../shaders/base/post-crt-prep-potato.slang -alias20 = "MBZ_PostCRTPass" +scale_type20 = viewport +float_framebuffer20 = true +alias20 = "PostCRTPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__LCD-GRID.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__LCD-GRID.slangp index 2957db7..1113580 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__LCD-GRID.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__LCD-GRID.slangp @@ -58,9 +58,10 @@ scale8 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true +filter_linear9 = false scale_type9 = source scale9 = 1.0 +alias9 = "ColorCorrectPass" shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear10 = true @@ -92,14 +93,19 @@ float_framebuffer13 = true alias13 = "LinearizePass" shader14 = ../../shaders/base/delinearize.slang +float_framebuffer14 = "true" shader15 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang filter_linear15 = "false" scale_type15 = "viewport" scale15 = "1.0" +float_framebuffer15 = "true" +alias15 = "CRTPass" shader16 = ../../shaders/base/post-crt-prep-potato.slang -alias16 = "MBZ_PostCRTPass" +scale_type16 = viewport +float_framebuffer16 = true +alias16 = "PostCRTPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON-NTSC.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON-NTSC.slangp index 6397d6d..c5bb6b0 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON-NTSC.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON-NTSC.slangp @@ -1,4 +1,4 @@ -shaders = 22 +shaders = 23 shader0 = ../../shaders/base/add-params-potato.slang alias0 = "CorePass" @@ -58,9 +58,10 @@ scale8 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true +filter_linear9 = false scale_type9 = source scale9 = 1.0 +alias9 = "ColorCorrectPass" shader10 = ../../shaders/base/stock.slang alias10 = "PrePass0" @@ -95,22 +96,19 @@ scale_x14 = 1.0 scale_y14 = 1.0 shader15 = ../../shaders/base/stock.slang -filter_linear15 = true -scale_type15 = source -scale_x15 = 1.0 -scale_y15 = 1.0 +float_framebuffer15 = true alias15 = "PrePass" -mipmap_input15 = true shader16 = ../../shaders/guest/hsm-avg-lum.slang filter_linear16 = true scale_type16 = source scale16 = 1.0 mipmap_input16 = true +float_framebuffer16 = true alias16 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader17 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader17 = ../../shaders/guest/hsm-interlace.slang filter_linear17 = true scale_type17 = source scale17 = 1.0 @@ -141,13 +139,19 @@ shader20 = "../../shaders/megatron/crt-sony-megatron-potato.slang" filter_linear20 = "false" wrap_mode20 = "clamp_to_border" mipmap_input20 = "false" -alias20 = "" -float_framebuffer20 = "false" -srgb_framebuffer20 = "false" scale_type20 = "viewport" +float_framebuffer20 = "true" +alias20 = "CRTPass" -shader21 = ../../shaders/base/post-crt-prep-potato.slang -alias21 = "MBZ_PostCRTPass" +shader21 = ../../shaders/base/post-crt-prep-potato-megatron.slang +scale_type21 = viewport +float_framebuffer21 = true +alias21 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader22 = ../../shaders/base/output-hdr.slang +scale_type22 = viewport +alias22 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage" @@ -180,12 +184,11 @@ HSM_ASPECT_RATIO_MODE = 1 // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON.slangp index 6448326..18d5b22 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__MEGATRON.slangp @@ -1,4 +1,4 @@ -shaders = 18 +shaders = 19 shader0 = ../../shaders/base/add-params-potato.slang alias0 = "CorePass" @@ -58,9 +58,10 @@ scale8 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader9 = ../../shaders/dogway/hsm-grade.slang -filter_linear9 = true +filter_linear9 = false scale_type9 = source scale9 = 1.0 +alias9 = "ColorCorrectPass" shader10 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear10 = true @@ -69,22 +70,19 @@ scale_x10 = 1.0 scale_y10 = 1.0 shader11 = ../../shaders/base/stock.slang -filter_linear11 = true -scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +float_framebuffer11 = true alias11 = "PrePass" -mipmap_input11 = true shader12 = ../../shaders/guest/hsm-avg-lum.slang filter_linear12 = true scale_type12 = source scale12 = 1.0 mipmap_input12 = true +float_framebuffer12 = true alias12 = "AvgLumPass" // Pass referenced by subsequent blurring passes and crt pass -shader13 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader13 = ../../shaders/guest/hsm-interlace.slang filter_linear13 = true scale_type13 = source scale13 = 1.0 @@ -115,13 +113,19 @@ shader16 = "../../shaders/megatron/crt-sony-megatron-potato.slang" filter_linear16 = "false" wrap_mode16 = "clamp_to_border" mipmap_input16 = "false" -alias16 = "" -float_framebuffer16 = "false" -srgb_framebuffer16 = "false" scale_type16 = "viewport" +float_framebuffer16 = "true" +alias16 = "CRTPass" -shader17 = ../../shaders/base/post-crt-prep-potato.slang -alias17 = "MBZ_PostCRTPass" +shader17 = ../../shaders/base/post-crt-prep-potato-megatron.slang +scale_type17 = viewport +float_framebuffer17 = true +alias17 = "PostCRTPass" + +// Combine Passes ---------------------------------------------------------------- +shader18 = ../../shaders/base/output-hdr.slang +scale_type18 = viewport +alias18 = "OutputPass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage" @@ -154,9 +158,8 @@ HSM_ASPECT_RATIO_MODE = 1 // Sony Megatron Color Monitor hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" HSM_INT_SCALE_MODE = "1.000000" HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000" -HSM_REFLECT_GLOBAL_AMOUNT = "300.000000" +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "100.000000" +HSM_REFLECT_GLOBAL_AMOUNT = "40.000000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-240p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-240p.slangp index 4617ff0..c8526e9 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-240p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-240p.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" shader19 = ../../shaders/base/stock.slang alias19 = refpass @@ -118,9 +119,10 @@ scale27 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader28 = ../../shaders/dogway/hsm-grade.slang -filter_linear28 = true +filter_linear28 = false scale_type28 = source scale28 = 1.0 +alias28 = "ColorCorrectPass" shader29 = ../../shaders/base/stock.slang alias29 = "PrePass0" @@ -218,23 +220,27 @@ scale_x41 = 640.0 scale_type_y41 = absolute scale_y41 = 480.0 float_framebuffer41 = true -alias41 = BloomPass +alias41 = BloomPass shader42 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear42 = true -float_framebuffer42 = true scale_type42 = viewport scale_x42 = 1.0 scale_y42 = 1.0 +float_framebuffer42 = true shader43 = ../../shaders/guest/hsm-deconvergence.slang filter_linear43 = true scale_type43 = viewport scale_x43 = 1.0 scale_y43 = 1.0 +float_framebuffer43 = true +alias43 = "CRTPass" shader44 = ../../shaders/base/post-crt-prep-image-layers.slang -alias44 = "MBZ_PostCRTPass" +scale_type44 = viewport +float_framebuffer44 = true +alias44 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -250,16 +256,19 @@ scale_type45 = absolute // scale_y45 = 540 scale_x45 = 800 scale_y45 = 600 +float_framebuffer45 = true alias45 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader46 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input46 = true filter_linear46 = true +float_framebuffer46 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader47 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear47 = true +float_framebuffer47 = true alias47 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -271,6 +280,7 @@ filter_linear48 = true scale_type48 = absolute scale_x48 = 128 scale_y48 = 128 +float_framebuffer48 = true alias48 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -282,13 +292,13 @@ filter_linear49 = true scale_type49 = absolute scale_x49 = 12 scale_y49 = 12 +float_framebuffer49 = true alias49 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader50 = ../../shaders/base/reflection.slang scale_type50 = viewport -float_framebuffer50 = true -alias50 = "BR_CRTAndReflectionPass" +alias50 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -398,20 +408,24 @@ TopLayerImage_mipmap = 1 // Use for matching vanilla GDV-Advanced // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 - // SMOOTH-ADV -HSM_DEDITHER_MODE = 1 +HSM_DEDITHER_MODE = "3.000000" HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 ntsc_scale = 0.4 -shadowMask = 3 +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-480p.slangp index 011f61a..c28713e 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV-NTSC__DREZ-480p.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" shader19 = ../../shaders/base/stock.slang alias19 = refpass @@ -118,9 +119,10 @@ scale27 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader28 = ../../shaders/dogway/hsm-grade.slang -filter_linear28 = true +filter_linear28 = false scale_type28 = source scale28 = 1.0 +alias28 = "ColorCorrectPass" shader29 = ../../shaders/base/stock.slang alias29 = "PrePass0" @@ -218,23 +220,27 @@ scale_x41 = 640.0 scale_type_y41 = absolute scale_y41 = 480.0 float_framebuffer41 = true -alias41 = BloomPass +alias41 = BloomPass shader42 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear42 = true -float_framebuffer42 = true scale_type42 = viewport scale_x42 = 1.0 scale_y42 = 1.0 +float_framebuffer42 = true shader43 = ../../shaders/guest/hsm-deconvergence.slang filter_linear43 = true scale_type43 = viewport scale_x43 = 1.0 scale_y43 = 1.0 +float_framebuffer43 = true +alias43 = "CRTPass" shader44 = ../../shaders/base/post-crt-prep-image-layers.slang -alias44 = "MBZ_PostCRTPass" +scale_type44 = viewport +float_framebuffer44 = true +alias44 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -250,16 +256,19 @@ scale_type45 = absolute // scale_y45 = 540 scale_x45 = 800 scale_y45 = 600 +float_framebuffer45 = true alias45 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader46 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input46 = true filter_linear46 = true +float_framebuffer46 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader47 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear47 = true +float_framebuffer47 = true alias47 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -271,6 +280,7 @@ filter_linear48 = true scale_type48 = absolute scale_x48 = 128 scale_y48 = 128 +float_framebuffer48 = true alias48 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -282,13 +292,13 @@ filter_linear49 = true scale_type49 = absolute scale_x49 = 12 scale_y49 = 12 +float_framebuffer49 = true alias49 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader50 = ../../shaders/base/reflection.slang scale_type50 = viewport -float_framebuffer50 = true -alias50 = "BR_CRTAndReflectionPass" +alias50 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -398,20 +408,24 @@ TopLayerImage_mipmap = 1 // Use for matching vanilla GDV-Advanced // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 - // SMOOTH-ADV -HSM_DEDITHER_MODE = 1 +HSM_DEDITHER_MODE = "3.000000" HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 ntsc_scale = 0.4 -shadowMask = 3 +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 // NTSC Parameters GAMMA_INPUT = 2.0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-3DS-400x480.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-3DS-400x480.slangp index 06d0c20..103b1aa 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-3DS-400x480.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-3DS-400x480.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" shader19 = ../../shaders/base/stock.slang alias19 = refpass @@ -132,9 +133,10 @@ scale29 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader30 = ../../shaders/dogway/hsm-grade.slang -filter_linear30 = true +filter_linear30 = false scale_type30 = source scale30 = 1.0 +alias30 = "ColorCorrectPass" shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear31 = true @@ -201,19 +203,23 @@ alias38 = BloomPass shader39 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear39 = true -float_framebuffer39 = true scale_type39 = viewport scale_x39 = 1.0 scale_y39 = 1.0 +float_framebuffer39 = true shader40 = ../../shaders/guest/hsm-deconvergence.slang filter_linear40 = true scale_type40 = viewport scale_x40 = 1.0 scale_y40 = 1.0 +float_framebuffer40 = true +alias40 = "CRTPass" shader41 = ../../shaders/base/post-crt-prep-image-layers.slang -alias41 = "MBZ_PostCRTPass" +scale_type41 = viewport +float_framebuffer41 = true +alias41 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -229,16 +235,19 @@ scale_type42 = absolute // scale_y42 = 540 scale_x42 = 800 scale_y42 = 600 +float_framebuffer42 = true alias42 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader43 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input43 = true filter_linear43 = true +float_framebuffer43 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader44 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear44 = true +float_framebuffer44 = true alias44 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -250,6 +259,7 @@ filter_linear45 = true scale_type45 = absolute scale_x45 = 128 scale_y45 = 128 +float_framebuffer45 = true alias45 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -261,13 +271,13 @@ filter_linear46 = true scale_type46 = absolute scale_x46 = 12 scale_y46 = 12 +float_framebuffer46 = true alias46 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader47 = ../../shaders/base/reflection.slang scale_type47 = viewport -float_framebuffer47 = true -alias47 = "BR_CRTAndReflectionPass" +alias47 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -377,20 +387,24 @@ TopLayerImage_mipmap = 1 // Use for matching vanilla GDV-Advanced // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 - // SMOOTH-ADV -HSM_DEDITHER_MODE = 1 +HSM_DEDITHER_MODE = "3.000000" HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 ntsc_scale = 0.4 -shadowMask = 3 +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 // 3DS Parameters HSM_FLIP_VIEWPORT_VERTICAL = 1 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp index a73d64e..0dd9f38 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" shader19 = ../../shaders/base/stock.slang alias19 = refpass @@ -132,9 +133,10 @@ scale29 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader30 = ../../shaders/dogway/hsm-grade.slang -filter_linear30 = true +filter_linear30 = false scale_type30 = source scale30 = 1.0 +alias30 = "ColorCorrectPass" shader31 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear31 = true @@ -201,19 +203,23 @@ alias38 = BloomPass shader39 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear39 = true -float_framebuffer39 = true scale_type39 = viewport scale_x39 = 1.0 scale_y39 = 1.0 +float_framebuffer39 = true shader40 = ../../shaders/guest/hsm-deconvergence.slang filter_linear40 = true scale_type40 = viewport scale_x40 = 1.0 scale_y40 = 1.0 +float_framebuffer40 = true +alias40 = "CRTPass" shader41 = ../../shaders/base/post-crt-prep-image-layers.slang -alias41 = "MBZ_PostCRTPass" +scale_type41 = viewport +float_framebuffer41 = true +alias41 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -229,16 +235,19 @@ scale_type42 = absolute // scale_y42 = 540 scale_x42 = 800 scale_y42 = 600 +float_framebuffer42 = true alias42 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader43 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input43 = true filter_linear43 = true +float_framebuffer43 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader44 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear44 = true +float_framebuffer44 = true alias44 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -250,6 +259,7 @@ filter_linear45 = true scale_type45 = absolute scale_x45 = 128 scale_y45 = 128 +float_framebuffer45 = true alias45 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -261,13 +271,13 @@ filter_linear46 = true scale_type46 = absolute scale_x46 = 12 scale_y46 = 12 +float_framebuffer46 = true alias46 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader47 = ../../shaders/base/reflection.slang scale_type47 = viewport -float_framebuffer47 = true -alias47 = "BR_CRTAndReflectionPass" +alias47 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- @@ -377,20 +387,24 @@ TopLayerImage_mipmap = 1 // Use for matching vanilla GDV-Advanced // HSM_ASPECT_RATIO_MODE = 6 // HSM_CURVATURE_MODE = 0 - // SMOOTH-ADV -HSM_DEDITHER_MODE = 1 +HSM_DEDITHER_MODE = "3.000000" HSM_SCALEFX_ON = 1 -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600 +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100 HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 30 ntsc_scale = 0.4 -shadowMask = 3 +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 +mask_bloom = 0.3 + +// Mask Size is Auto, so it will look the same at 1080p and 4K +masksize = 0 // DREZ Parameters SHARPEN = 0 diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-240p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-240p.slangp index aea4a49..645ed4a 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-240p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-240p.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" shader19 = ../../shaders/base/stock.slang alias19 = "PreCRTPass" @@ -87,9 +88,10 @@ scale21 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader22 = ../../shaders/dogway/hsm-grade.slang -filter_linear22 = true +filter_linear22 = false scale_type22 = source scale22 = 1.0 +alias22 = "ColorCorrectPass" shader23 = ../../shaders/base/stock.slang alias23 = "PrePass0" @@ -187,23 +189,27 @@ scale_x35 = 640.0 scale_type_y35 = absolute scale_y35 = 480.0 float_framebuffer35 = true -alias35 = BloomPass +alias35 = BloomPass shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear36 = true -float_framebuffer36 = true scale_type36 = viewport scale_x36 = 1.0 scale_y36 = 1.0 +float_framebuffer36 = true shader37 = ../../shaders/guest/hsm-deconvergence.slang filter_linear37 = true scale_type37 = viewport scale_x37 = 1.0 scale_y37 = 1.0 +float_framebuffer37 = true +alias37 = "CRTPass" shader38 = ../../shaders/base/post-crt-prep-image-layers.slang -alias38 = "MBZ_PostCRTPass" +scale_type38 = viewport +float_framebuffer38 = true +alias38 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -219,16 +225,19 @@ scale_type39 = absolute // scale_y39 = 540 scale_x39 = 800 scale_y39 = 600 +float_framebuffer39 = true alias39 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader40 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input40 = true filter_linear40 = true +float_framebuffer40 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader41 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear41 = true +float_framebuffer41 = true alias41 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -240,6 +249,7 @@ filter_linear42 = true scale_type42 = absolute scale_x42 = 128 scale_y42 = 128 +float_framebuffer42 = true alias42 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -251,13 +261,13 @@ filter_linear43 = true scale_type43 = absolute scale_x43 = 12 scale_y43 = 12 +float_framebuffer43 = true alias43 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader44 = ../../shaders/base/reflection.slang scale_type44 = viewport -float_framebuffer44 = true -alias44 = "BR_CRTAndReflectionPass" +alias44 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-480p.slangp index ea351e5..f2094b2 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV-NTSC__DREZ-480p.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" shader19 = ../../shaders/base/stock.slang alias19 = "PreCRTPass" @@ -87,9 +88,10 @@ scale21 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader22 = ../../shaders/dogway/hsm-grade.slang -filter_linear22 = true +filter_linear22 = false scale_type22 = source scale22 = 1.0 +alias22 = "ColorCorrectPass" shader23 = ../../shaders/base/stock.slang alias23 = "PrePass0" @@ -187,23 +189,27 @@ scale_x35 = 640.0 scale_type_y35 = absolute scale_y35 = 480.0 float_framebuffer35 = true -alias35 = BloomPass +alias35 = BloomPass shader36 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear36 = true -float_framebuffer36 = true scale_type36 = viewport scale_x36 = 1.0 scale_y36 = 1.0 +float_framebuffer36 = true shader37 = ../../shaders/guest/hsm-deconvergence.slang filter_linear37 = true scale_type37 = viewport scale_x37 = 1.0 scale_y37 = 1.0 +float_framebuffer37 = true +alias37 = "CRTPass" shader38 = ../../shaders/base/post-crt-prep-image-layers.slang -alias38 = "MBZ_PostCRTPass" +scale_type38 = viewport +float_framebuffer38 = true +alias38 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -219,16 +225,19 @@ scale_type39 = absolute // scale_y39 = 540 scale_x39 = 800 scale_y39 = 600 +float_framebuffer39 = true alias39 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader40 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input40 = true filter_linear40 = true +float_framebuffer40 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader41 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear41 = true +float_framebuffer41 = true alias41 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -240,6 +249,7 @@ filter_linear42 = true scale_type42 = absolute scale_x42 = 128 scale_y42 = 128 +float_framebuffer42 = true alias42 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -251,13 +261,13 @@ filter_linear43 = true scale_type43 = absolute scale_x43 = 12 scale_y43 = 12 +float_framebuffer43 = true alias43 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader44 = ../../shaders/base/reflection.slang scale_type44 = viewport -float_framebuffer44 = true -alias44 = "BR_CRTAndReflectionPass" +alias44 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-1080p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-1080p.slangp index b102f71..fb47054 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-1080p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-1080p.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" // GTU TV Processing shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -101,9 +102,10 @@ scale23 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true +filter_linear24 = false scale_type24 = source scale24 = 1.0 +alias24 = "ColorCorrectPass" shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear25 = true @@ -170,19 +172,23 @@ alias32 = BloomPass shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear33 = true -float_framebuffer33 = true scale_type33 = viewport scale_x33 = 1.0 scale_y33 = 1.0 +float_framebuffer33 = true shader34 = ../../shaders/guest/hsm-deconvergence.slang filter_linear34 = true scale_type34 = viewport scale_x34 = 1.0 scale_y34 = 1.0 +float_framebuffer34 = true +alias34 = "CRTPass" shader35 = ../../shaders/base/post-crt-prep-image-layers.slang -alias35 = "MBZ_PostCRTPass" +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -198,16 +204,19 @@ scale_type36 = absolute // scale_y36 = 540 scale_x36 = 800 scale_y36 = 600 +float_framebuffer36 = true alias36 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader37 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input37 = true filter_linear37 = true +float_framebuffer37 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader38 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear38 = true +float_framebuffer38 = true alias38 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -219,6 +228,7 @@ filter_linear39 = true scale_type39 = absolute scale_x39 = 128 scale_y39 = 128 +float_framebuffer39 = true alias39 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -230,13 +240,13 @@ filter_linear40 = true scale_type40 = absolute scale_x40 = 12 scale_y40 = 12 +float_framebuffer40 = true alias40 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader41 = ../../shaders/base/reflection.slang scale_type41 = viewport -float_framebuffer41 = true -alias41 = "BR_CRTAndReflectionPass" +alias41 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-224p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-224p.slangp index 083aae6..63f4003 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-224p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-224p.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" // GTU TV Processing shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -101,9 +102,10 @@ scale23 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true +filter_linear24 = false scale_type24 = source scale24 = 1.0 +alias24 = "ColorCorrectPass" shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear25 = true @@ -170,19 +172,23 @@ alias32 = BloomPass shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear33 = true -float_framebuffer33 = true scale_type33 = viewport scale_x33 = 1.0 scale_y33 = 1.0 +float_framebuffer33 = true shader34 = ../../shaders/guest/hsm-deconvergence.slang filter_linear34 = true scale_type34 = viewport scale_x34 = 1.0 scale_y34 = 1.0 +float_framebuffer34 = true +alias34 = "CRTPass" shader35 = ../../shaders/base/post-crt-prep-image-layers.slang -alias35 = "MBZ_PostCRTPass" +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -198,16 +204,19 @@ scale_type36 = absolute // scale_y36 = 540 scale_x36 = 800 scale_y36 = 600 +float_framebuffer36 = true alias36 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader37 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input37 = true filter_linear37 = true +float_framebuffer37 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader38 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear38 = true +float_framebuffer38 = true alias38 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -219,6 +228,7 @@ filter_linear39 = true scale_type39 = absolute scale_x39 = 128 scale_y39 = 128 +float_framebuffer39 = true alias39 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -230,13 +240,13 @@ filter_linear40 = true scale_type40 = absolute scale_x40 = 12 scale_y40 = 12 +float_framebuffer40 = true alias40 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader41 = ../../shaders/base/reflection.slang scale_type41 = viewport -float_framebuffer41 = true -alias41 = "BR_CRTAndReflectionPass" +alias41 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-240p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-240p.slangp index d2ded93..416055e 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-240p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-240p.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" // GTU TV Processing shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -101,9 +102,10 @@ scale23 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true +filter_linear24 = false scale_type24 = source scale24 = 1.0 +alias24 = "ColorCorrectPass" shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear25 = true @@ -170,19 +172,23 @@ alias32 = BloomPass shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear33 = true -float_framebuffer33 = true scale_type33 = viewport scale_x33 = 1.0 scale_y33 = 1.0 +float_framebuffer33 = true shader34 = ../../shaders/guest/hsm-deconvergence.slang filter_linear34 = true scale_type34 = viewport scale_x34 = 1.0 scale_y34 = 1.0 +float_framebuffer34 = true +alias34 = "CRTPass" shader35 = ../../shaders/base/post-crt-prep-image-layers.slang -alias35 = "MBZ_PostCRTPass" +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -198,16 +204,19 @@ scale_type36 = absolute // scale_y36 = 540 scale_x36 = 800 scale_y36 = 600 +float_framebuffer36 = true alias36 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader37 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input37 = true filter_linear37 = true +float_framebuffer37 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader38 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear38 = true +float_framebuffer38 = true alias38 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -219,6 +228,7 @@ filter_linear39 = true scale_type39 = absolute scale_x39 = 128 scale_y39 = 128 +float_framebuffer39 = true alias39 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -230,13 +240,13 @@ filter_linear40 = true scale_type40 = absolute scale_x40 = 12 scale_y40 = 12 +float_framebuffer40 = true alias40 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader41 = ../../shaders/base/reflection.slang scale_type41 = viewport -float_framebuffer41 = true -alias41 = "BR_CRTAndReflectionPass" +alias41 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-3DS-400x480.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-3DS-400x480.slangp index 153456e..54e0ca3 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-3DS-400x480.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-3DS-400x480.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" // GTU TV Processing shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -101,9 +102,10 @@ scale23 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true +filter_linear24 = false scale_type24 = source scale24 = 1.0 +alias24 = "ColorCorrectPass" shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear25 = true @@ -170,19 +172,23 @@ alias32 = BloomPass shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear33 = true -float_framebuffer33 = true scale_type33 = viewport scale_x33 = 1.0 scale_y33 = 1.0 +float_framebuffer33 = true shader34 = ../../shaders/guest/hsm-deconvergence.slang filter_linear34 = true scale_type34 = viewport scale_x34 = 1.0 scale_y34 = 1.0 +float_framebuffer34 = true +alias34 = "CRTPass" shader35 = ../../shaders/base/post-crt-prep-image-layers.slang -alias35 = "MBZ_PostCRTPass" +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -198,16 +204,19 @@ scale_type36 = absolute // scale_y36 = 540 scale_x36 = 800 scale_y36 = 600 +float_framebuffer36 = true alias36 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader37 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input37 = true filter_linear37 = true +float_framebuffer37 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader38 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear38 = true +float_framebuffer38 = true alias38 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -219,6 +228,7 @@ filter_linear39 = true scale_type39 = absolute scale_x39 = 128 scale_y39 = 128 +float_framebuffer39 = true alias39 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -230,13 +240,13 @@ filter_linear40 = true scale_type40 = absolute scale_x40 = 12 scale_y40 = 12 +float_framebuffer40 = true alias40 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader41 = ../../shaders/base/reflection.slang scale_type41 = viewport -float_framebuffer41 = true -alias41 = "BR_CRTAndReflectionPass" +alias41 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-480p.slangp index 3b34edd..29a4496 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-480p.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" // GTU TV Processing shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -101,9 +102,10 @@ scale23 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true +filter_linear24 = false scale_type24 = source scale24 = 1.0 +alias24 = "ColorCorrectPass" shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear25 = true @@ -170,19 +172,23 @@ alias32 = BloomPass shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear33 = true -float_framebuffer33 = true scale_type33 = viewport scale_x33 = 1.0 scale_y33 = 1.0 +float_framebuffer33 = true shader34 = ../../shaders/guest/hsm-deconvergence.slang filter_linear34 = true scale_type34 = viewport scale_x34 = 1.0 scale_y34 = 1.0 +float_framebuffer34 = true +alias34 = "CRTPass" shader35 = ../../shaders/base/post-crt-prep-image-layers.slang -alias35 = "MBZ_PostCRTPass" +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -198,16 +204,19 @@ scale_type36 = absolute // scale_y36 = 540 scale_x36 = 800 scale_y36 = 600 +float_framebuffer36 = true alias36 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader37 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input37 = true filter_linear37 = true +float_framebuffer37 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader38 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear38 = true +float_framebuffer38 = true alias38 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -219,6 +228,7 @@ filter_linear39 = true scale_type39 = absolute scale_x39 = 128 scale_y39 = 128 +float_framebuffer39 = true alias39 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -230,13 +240,13 @@ filter_linear40 = true scale_type40 = absolute scale_x40 = 12 scale_y40 = 12 +float_framebuffer40 = true alias40 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader41 = ../../shaders/base/reflection.slang scale_type41 = viewport -float_framebuffer41 = true -alias41 = "BR_CRTAndReflectionPass" +alias41 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-NDS-256x384.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-NDS-256x384.slangp index 456e487..cdd035e 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-NDS-256x384.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-NDS-256x384.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" // GTU TV Processing shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -101,9 +102,10 @@ scale23 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true +filter_linear24 = false scale_type24 = source scale24 = 1.0 +alias24 = "ColorCorrectPass" shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear25 = true @@ -170,19 +172,23 @@ alias32 = BloomPass shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear33 = true -float_framebuffer33 = true scale_type33 = viewport scale_x33 = 1.0 scale_y33 = 1.0 +float_framebuffer33 = true shader34 = ../../shaders/guest/hsm-deconvergence.slang filter_linear34 = true scale_type34 = viewport scale_x34 = 1.0 scale_y34 = 1.0 +float_framebuffer34 = true +alias34 = "CRTPass" shader35 = ../../shaders/base/post-crt-prep-image-layers.slang -alias35 = "MBZ_PostCRTPass" +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -198,16 +204,19 @@ scale_type36 = absolute // scale_y36 = 540 scale_x36 = 800 scale_y36 = 600 +float_framebuffer36 = true alias36 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader37 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input37 = true filter_linear37 = true +float_framebuffer37 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader38 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear38 = true +float_framebuffer38 = true alias38 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -219,6 +228,7 @@ filter_linear39 = true scale_type39 = absolute scale_x39 = 128 scale_y39 = 128 +float_framebuffer39 = true alias39 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -230,13 +240,13 @@ filter_linear40 = true scale_type40 = absolute scale_x40 = 12 scale_y40 = 12 +float_framebuffer40 = true alias40 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader41 = ../../shaders/base/reflection.slang scale_type41 = viewport -float_framebuffer41 = true -alias41 = "BR_CRTAndReflectionPass" +alias41 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-480x272.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-480x272.slangp index b65db51..2aa594d 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-480x272.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-480x272.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" // GTU TV Processing shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -101,9 +102,10 @@ scale23 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true +filter_linear24 = false scale_type24 = source scale24 = 1.0 +alias24 = "ColorCorrectPass" shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear25 = true @@ -170,19 +172,23 @@ alias32 = BloomPass shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear33 = true -float_framebuffer33 = true scale_type33 = viewport scale_x33 = 1.0 scale_y33 = 1.0 +float_framebuffer33 = true shader34 = ../../shaders/guest/hsm-deconvergence.slang filter_linear34 = true scale_type34 = viewport scale_x34 = 1.0 scale_y34 = 1.0 +float_framebuffer34 = true +alias34 = "CRTPass" shader35 = ../../shaders/base/post-crt-prep-image-layers.slang -alias35 = "MBZ_PostCRTPass" +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -198,16 +204,19 @@ scale_type36 = absolute // scale_y36 = 540 scale_x36 = 800 scale_y36 = 600 +float_framebuffer36 = true alias36 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader37 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input37 = true filter_linear37 = true +float_framebuffer37 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader38 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear38 = true +float_framebuffer38 = true alias38 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -219,6 +228,7 @@ filter_linear39 = true scale_type39 = absolute scale_x39 = 128 scale_y39 = 128 +float_framebuffer39 = true alias39 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -230,13 +240,13 @@ filter_linear40 = true scale_type40 = absolute scale_x40 = 12 scale_y40 = 12 +float_framebuffer40 = true alias40 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader41 = ../../shaders/base/reflection.slang scale_type41 = viewport -float_framebuffer41 = true -alias41 = "BR_CRTAndReflectionPass" +alias41 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-960x544.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-960x544.slangp index c69cf3a..2786edc 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-960x544.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__GDV__DREZ-PSP-960x544.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" // GTU TV Processing shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -101,9 +102,10 @@ scale23 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true +filter_linear24 = false scale_type24 = source scale24 = 1.0 +alias24 = "ColorCorrectPass" shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear25 = true @@ -170,19 +172,23 @@ alias32 = BloomPass shader33 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear33 = true -float_framebuffer33 = true scale_type33 = viewport scale_x33 = 1.0 scale_y33 = 1.0 +float_framebuffer33 = true shader34 = ../../shaders/guest/hsm-deconvergence.slang filter_linear34 = true scale_type34 = viewport scale_x34 = 1.0 scale_y34 = 1.0 +float_framebuffer34 = true +alias34 = "CRTPass" shader35 = ../../shaders/base/post-crt-prep-image-layers.slang -alias35 = "MBZ_PostCRTPass" +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -198,16 +204,19 @@ scale_type36 = absolute // scale_y36 = 540 scale_x36 = 800 scale_y36 = 600 +float_framebuffer36 = true alias36 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader37 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input37 = true filter_linear37 = true +float_framebuffer37 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader38 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear38 = true +float_framebuffer38 = true alias38 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -219,6 +228,7 @@ filter_linear39 = true scale_type39 = absolute scale_x39 = 128 scale_y39 = 128 +float_framebuffer39 = true alias39 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -230,13 +240,13 @@ filter_linear40 = true scale_type40 = absolute scale_x40 = 12 scale_y40 = 12 +float_framebuffer40 = true alias40 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader41 = ../../shaders/base/reflection.slang scale_type41 = viewport -float_framebuffer41 = true -alias41 = "BR_CRTAndReflectionPass" +alias41 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-3DS-400x480.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-3DS-400x480.slangp index 01a40e7..cee4694 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-3DS-400x480.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-3DS-400x480.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" // GTU TV Processing shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -101,9 +102,10 @@ scale23 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true +filter_linear24 = false scale_type24 = source scale24 = 1.0 +alias24 = "ColorCorrectPass" shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear25 = true @@ -135,14 +137,19 @@ float_framebuffer28 = true alias28 = "LinearizePass" shader29 = ../../shaders/base/delinearize.slang +float_framebuffer29 = "true" shader30 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang filter_linear30 = "false" scale_type30 = "viewport" scale30 = "1.0" +float_framebuffer30 = "true" +alias30 = "CRTPass" shader31 = ../../shaders/base/post-crt-prep-image-layers.slang -alias31 = "MBZ_PostCRTPass" +scale_type31 = viewport +float_framebuffer31 = true +alias31 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -158,16 +165,19 @@ scale_type32 = absolute // scale_y32 = 540 scale_x32 = 800 scale_y32 = 600 +float_framebuffer32 = true alias32 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader33 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input33 = true filter_linear33 = true +float_framebuffer33 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader34 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear34 = true +float_framebuffer34 = true alias34 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -179,6 +189,7 @@ filter_linear35 = true scale_type35 = absolute scale_x35 = 128 scale_y35 = 128 +float_framebuffer35 = true alias35 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -190,13 +201,13 @@ filter_linear36 = true scale_type36 = absolute scale_x36 = 12 scale_y36 = 12 +float_framebuffer36 = true alias36 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader37 = ../../shaders/base/reflection.slang scale_type37 = viewport -float_framebuffer37 = true -alias37 = "BR_CRTAndReflectionPass" +alias37 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-NDS-256x384.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-NDS-256x384.slangp index 9da77ba..381cd28 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-NDS-256x384.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-NDS-256x384.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" // GTU TV Processing shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -101,9 +102,10 @@ scale23 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true +filter_linear24 = false scale_type24 = source scale24 = 1.0 +alias24 = "ColorCorrectPass" shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear25 = true @@ -135,14 +137,19 @@ float_framebuffer28 = true alias28 = "LinearizePass" shader29 = ../../shaders/base/delinearize.slang +float_framebuffer29 = "true" shader30 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang filter_linear30 = "false" scale_type30 = "viewport" scale30 = "1.0" +float_framebuffer30 = "true" +alias30 = "CRTPass" shader31 = ../../shaders/base/post-crt-prep-image-layers.slang -alias31 = "MBZ_PostCRTPass" +scale_type31 = viewport +float_framebuffer31 = true +alias31 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -158,16 +165,19 @@ scale_type32 = absolute // scale_y32 = 540 scale_x32 = 800 scale_y32 = 600 +float_framebuffer32 = true alias32 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader33 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input33 = true filter_linear33 = true +float_framebuffer33 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader34 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear34 = true +float_framebuffer34 = true alias34 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -179,6 +189,7 @@ filter_linear35 = true scale_type35 = absolute scale_x35 = 128 scale_y35 = 128 +float_framebuffer35 = true alias35 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -190,13 +201,13 @@ filter_linear36 = true scale_type36 = absolute scale_x36 = 12 scale_y36 = 12 +float_framebuffer36 = true alias36 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader37 = ../../shaders/base/reflection.slang scale_type37 = viewport -float_framebuffer37 = true -alias37 = "BR_CRTAndReflectionPass" +alias37 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-PSP-480x272.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-PSP-480x272.slangp index 8f9b576..f9a74dd 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-PSP-480x272.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__1__ADV__LCD-GRID__DREZ-PSP-480x272.slangp @@ -68,6 +68,7 @@ shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang +alias18 = "DeditherPass" // GTU TV Processing shader19 = ../../shaders/gtu/hsm-gtu-pass1.slang @@ -101,9 +102,10 @@ scale23 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow shader24 = ../../shaders/dogway/hsm-grade.slang -filter_linear24 = true +filter_linear24 = false scale_type24 = source scale24 = 1.0 +alias24 = "ColorCorrectPass" shader25 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear25 = true @@ -135,14 +137,19 @@ float_framebuffer28 = true alias28 = "LinearizePass" shader29 = ../../shaders/base/delinearize.slang +float_framebuffer29 = "true" shader30 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang filter_linear30 = "false" scale_type30 = "viewport" scale30 = "1.0" +float_framebuffer30 = "true" +alias30 = "CRTPass" shader31 = ../../shaders/base/post-crt-prep-image-layers.slang -alias31 = "MBZ_PostCRTPass" +scale_type31 = viewport +float_framebuffer31 = true +alias31 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution @@ -158,16 +165,19 @@ scale_type32 = absolute // scale_y32 = 540 scale_x32 = 800 scale_y32 = 600 +float_framebuffer32 = true alias32 = "BR_MirrorLowResPass" // Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- shader33 = ../../shaders/base/blur-outside-screen-horiz.slang mipmap_input33 = true filter_linear33 = true +float_framebuffer33 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- shader34 = ../../shaders/base/blur-outside-screen-vert.slang filter_linear34 = true +float_framebuffer34 = true alias34 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- @@ -179,6 +189,7 @@ filter_linear35 = true scale_type35 = absolute scale_x35 = 128 scale_y35 = 128 +float_framebuffer35 = true alias35 = "BR_MirrorReflectionDiffusedPass" // Add Diffused glow all around the screen ---------------------------------------------------------------- @@ -190,13 +201,13 @@ filter_linear36 = true scale_type36 = absolute scale_x36 = 12 scale_y36 = 12 +float_framebuffer36 = true alias36 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- shader37 = ../../shaders/base/reflection.slang scale_type37 = viewport -float_framebuffer37 = true -alias37 = "BR_CRTAndReflectionPass" +alias37 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-240p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-240p.slangp index 740bf16..d75c508 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-240p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-240p.slangp @@ -1,4 +1,4 @@ -shaders = 31 +shaders = 32 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,168 +48,183 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false +scale_type11 = source +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang -alias11 = "PrePass0" +shader12 = ../../shaders/base/stock.slang +alias12 = "PrePass0" -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear12 = false -float_framebuffer12 = true -scale_type_x12 = source -scale_type_y12 = source -scale_x12 = 4.0 -scale_y12 = 1.0 -frame_count_mod12 = 2 -alias12 = NPass1 - -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear13 = false float_framebuffer13 = true -filter_linear13 = true -scale_type13 = source -scale_x13 = 0.5 +scale_type_x13 = source +scale_type_y13 = source +scale_x13 = 4.0 scale_y13 = 1.0 +frame_count_mod13 = 2 +alias13 = NPass1 -shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer14 = true filter_linear14 = true scale_type14 = source -scale_x14 = 1.0 +scale_x14 = 0.5 scale_y14 = 1.0 -shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader15 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -shader16 = ../../shaders/base/stock.slang +shader16 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear16 = true scale_type16 = source scale_x16 = 1.0 scale_y16 = 1.0 -alias16 = "PrePass" -mipmap_input16 = true -shader17 = ../../shaders/guest/hsm-avg-lum.slang +shader17 = ../../shaders/base/stock.slang filter_linear17 = true scale_type17 = source -scale17 = 1.0 +scale_x17 = 1.0 +scale_y17 = 1.0 +alias17 = "PrePass" mipmap_input17 = true -alias17 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader18 = ../../shaders/guest/hsm-avg-lum.slang filter_linear18 = true scale_type18 = source scale18 = 1.0 -float_framebuffer18 = true -alias18 = "LinearizePass" +mipmap_input18 = true +alias18 = "AvgLumPass" -shader19 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader19 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear19 = true +scale_type19 = source +scale19 = 1.0 +float_framebuffer19 = true +alias19 = "LinearizePass" -shader20 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type20 = viewport -scale_x20 = 1.0 -scale_y20 = 1.0 -filter_linear20 = true +shader20 = ../../shaders/base/delinearize.slang +scale_type20 = source +float_framebuffer20 = "true" + +shader21 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type21 = viewport +scale_x21 = 1.0 +scale_y21 = 1.0 +filter_linear21 = true +float_framebuffer21 = "true" +alias21 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader21 = ../../shaders/base/post-crt-prep-image-layers.slang -alias21 = "MBZ_PostCRTPass" +shader22 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader22 = ../../shaders/base/linearize-crt.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -// scale_x22 = 480 -// scale_y22 = 270 -// scale_x22 = 960 -// scale_y22 = 540 -scale_x22 = 800 -scale_y22 = 600 -alias22 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +shader23 = ../../shaders/base/linearize-crt.slang mipmap_input23 = true filter_linear23 = true +scale_type23 = absolute +// scale_x23 = 480 +// scale_y23 = 270 +// scale_x23 = 960 +// scale_y23 = 540 +scale_x23 = 800 +scale_y23 = 600 +float_framebuffer23 = true +alias23 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input24 = true +filter_linear24 = true +float_framebuffer24 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader24 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear24 = true -alias24 = "BR_MirrorBlurredPass" +shader25 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear25 = true +float_framebuffer25 = true +alias25 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader25 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input25 = true -filter_linear25 = true -scale_type25 = absolute -scale_x25 = 128 -scale_y25 = 128 -alias25 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader26 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input26 = true filter_linear26 = true scale_type26 = absolute -scale_x26 = 12 -scale_y26 = 12 -alias26 = "BR_MirrorFullscreenGlowPass" +scale_x26 = 128 +scale_y26 = 128 +float_framebuffer26 = true +alias26 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader27 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input27 = true +filter_linear27 = true +scale_type27 = absolute +scale_x27 = 12 +scale_y27 = 12 +float_framebuffer27 = true +alias27 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader27 = ../../shaders/base/reflection.slang -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_CRTAndReflectionPass" +shader28 = ../../shaders/base/reflection.slang +scale_type28 = viewport +alias28 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader28 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear28 = true -scale_type28 = viewport -float_framebuffer28 = true -alias28 = "BR_LayersUnderCRTPass" - -shader29 = ../../shaders/base/bezel-images-over-crt.slang +shader29 = ../../shaders/base/bezel-images-under-crt.slang filter_linear29 = true scale_type29 = viewport float_framebuffer29 = true -alias29 = "BR_LayersOverCRTPass" +alias29 = "BR_LayersUnderCRTPass" + +shader30 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader30 = ../../shaders/base/combine-passes.slang -scale_type30 = viewport -alias30 = "CombinePass" +shader31 = ../../shaders/base/combine-passes.slang +scale_type31 = viewport +alias31 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-480p.slangp index b47f02b..2949112 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI-NTSC__DREZ-480p.slangp @@ -1,4 +1,4 @@ -shaders = 31 +shaders = 32 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,168 +48,183 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false +scale_type11 = source +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang -alias11 = "PrePass0" +shader12 = ../../shaders/base/stock.slang +alias12 = "PrePass0" -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear12 = false -float_framebuffer12 = true -scale_type_x12 = source -scale_type_y12 = source -scale_x12 = 4.0 -scale_y12 = 1.0 -frame_count_mod12 = 2 -alias12 = NPass1 - -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear13 = false float_framebuffer13 = true -filter_linear13 = true -scale_type13 = source -scale_x13 = 0.5 +scale_type_x13 = source +scale_type_y13 = source +scale_x13 = 4.0 scale_y13 = 1.0 +frame_count_mod13 = 2 +alias13 = NPass1 -shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer14 = true filter_linear14 = true scale_type14 = source -scale_x14 = 1.0 +scale_x14 = 0.5 scale_y14 = 1.0 -shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader15 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -shader16 = ../../shaders/base/stock.slang +shader16 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear16 = true scale_type16 = source scale_x16 = 1.0 scale_y16 = 1.0 -alias16 = "PrePass" -mipmap_input16 = true -shader17 = ../../shaders/guest/hsm-avg-lum.slang +shader17 = ../../shaders/base/stock.slang filter_linear17 = true scale_type17 = source -scale17 = 1.0 +scale_x17 = 1.0 +scale_y17 = 1.0 +alias17 = "PrePass" mipmap_input17 = true -alias17 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader18 = ../../shaders/guest/hsm-avg-lum.slang filter_linear18 = true scale_type18 = source scale18 = 1.0 -float_framebuffer18 = true -alias18 = "LinearizePass" +mipmap_input18 = true +alias18 = "AvgLumPass" -shader19 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader19 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear19 = true +scale_type19 = source +scale19 = 1.0 +float_framebuffer19 = true +alias19 = "LinearizePass" -shader20 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type20 = viewport -scale_x20 = 1.0 -scale_y20 = 1.0 -filter_linear20 = true +shader20 = ../../shaders/base/delinearize.slang +scale_type20 = source +float_framebuffer20 = "true" + +shader21 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type21 = viewport +scale_x21 = 1.0 +scale_y21 = 1.0 +filter_linear21 = true +float_framebuffer21 = "true" +alias21 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader21 = ../../shaders/base/post-crt-prep-image-layers.slang -alias21 = "MBZ_PostCRTPass" +shader22 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader22 = ../../shaders/base/linearize-crt.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -// scale_x22 = 480 -// scale_y22 = 270 -// scale_x22 = 960 -// scale_y22 = 540 -scale_x22 = 800 -scale_y22 = 600 -alias22 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +shader23 = ../../shaders/base/linearize-crt.slang mipmap_input23 = true filter_linear23 = true +scale_type23 = absolute +// scale_x23 = 480 +// scale_y23 = 270 +// scale_x23 = 960 +// scale_y23 = 540 +scale_x23 = 800 +scale_y23 = 600 +float_framebuffer23 = true +alias23 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input24 = true +filter_linear24 = true +float_framebuffer24 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader24 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear24 = true -alias24 = "BR_MirrorBlurredPass" +shader25 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear25 = true +float_framebuffer25 = true +alias25 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader25 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input25 = true -filter_linear25 = true -scale_type25 = absolute -scale_x25 = 128 -scale_y25 = 128 -alias25 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader26 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input26 = true filter_linear26 = true scale_type26 = absolute -scale_x26 = 12 -scale_y26 = 12 -alias26 = "BR_MirrorFullscreenGlowPass" +scale_x26 = 128 +scale_y26 = 128 +float_framebuffer26 = true +alias26 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader27 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input27 = true +filter_linear27 = true +scale_type27 = absolute +scale_x27 = 12 +scale_y27 = 12 +float_framebuffer27 = true +alias27 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader27 = ../../shaders/base/reflection.slang -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_CRTAndReflectionPass" +shader28 = ../../shaders/base/reflection.slang +scale_type28 = viewport +alias28 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader28 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear28 = true -scale_type28 = viewport -float_framebuffer28 = true -alias28 = "BR_LayersUnderCRTPass" - -shader29 = ../../shaders/base/bezel-images-over-crt.slang +shader29 = ../../shaders/base/bezel-images-under-crt.slang filter_linear29 = true scale_type29 = viewport float_framebuffer29 = true -alias29 = "BR_LayersOverCRTPass" +alias29 = "BR_LayersUnderCRTPass" + +shader30 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader30 = ../../shaders/base/combine-passes.slang -scale_type30 = viewport -alias30 = "CombinePass" +shader31 = ../../shaders/base/combine-passes.slang +scale_type31 = viewport +alias31 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-1080p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-1080p.slangp index be58f56..50e5487 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-1080p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-1080p.slangp @@ -1,4 +1,4 @@ -shaders = 27 +shaders = 28 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,142 +48,157 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear15 = true +scale_type15 = source +scale15 = 1.0 +float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type16 = viewport -scale_x16 = 1.0 -scale_y16 = 1.0 -filter_linear16 = true +shader16 = ../../shaders/base/delinearize.slang +scale_type16 = source +float_framebuffer16 = "true" + +shader17 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type17 = viewport +scale_x17 = 1.0 +scale_y17 = 1.0 +filter_linear17 = true +float_framebuffer17 = "true" +alias17 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader17 = ../../shaders/base/post-crt-prep-image-layers.slang -alias17 = "MBZ_PostCRTPass" +shader18 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader18 = ../../shaders/base/linearize-crt.slang -mipmap_input18 = true -filter_linear18 = true -scale_type18 = absolute -// scale_x18 = 480 -// scale_y18 = 270 -// scale_x18 = 960 -// scale_y18 = 540 -scale_x18 = 800 -scale_y18 = 600 -alias18 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +shader19 = ../../shaders/base/linearize-crt.slang mipmap_input19 = true filter_linear19 = true +scale_type19 = absolute +// scale_x19 = 480 +// scale_y19 = 270 +// scale_x19 = 960 +// scale_y19 = 540 +scale_x19 = 800 +scale_y19 = 600 +float_framebuffer19 = true +alias19 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader20 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input20 = true +filter_linear20 = true +float_framebuffer20 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader20 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear20 = true -alias20 = "BR_MirrorBlurredPass" +shader21 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear21 = true +float_framebuffer21 = true +alias21 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader21 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -scale_x21 = 128 -scale_y21 = 128 -alias21 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader22 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input22 = true filter_linear22 = true scale_type22 = absolute -scale_x22 = 12 -scale_y22 = 12 -alias22 = "BR_MirrorFullscreenGlowPass" +scale_x22 = 128 +scale_y22 = 128 +float_framebuffer22 = true +alias22 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader23 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input23 = true +filter_linear23 = true +scale_type23 = absolute +scale_x23 = 12 +scale_y23 = 12 +float_framebuffer23 = true +alias23 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader23 = ../../shaders/base/reflection.slang -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_CRTAndReflectionPass" +shader24 = ../../shaders/base/reflection.slang +scale_type24 = viewport +alias24 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader24 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear24 = true -scale_type24 = viewport -float_framebuffer24 = true -alias24 = "BR_LayersUnderCRTPass" - -shader25 = ../../shaders/base/bezel-images-over-crt.slang +shader25 = ../../shaders/base/bezel-images-under-crt.slang filter_linear25 = true scale_type25 = viewport float_framebuffer25 = true -alias25 = "BR_LayersOverCRTPass" +alias25 = "BR_LayersUnderCRTPass" + +shader26 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear26 = true +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader26 = ../../shaders/base/combine-passes.slang -scale_type26 = viewport -alias26 = "CombinePass" +shader27 = ../../shaders/base/combine-passes.slang +scale_type27 = viewport +alias27 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-240p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-240p.slangp index e613ff1..d115035 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-240p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-240p.slangp @@ -1,4 +1,4 @@ -shaders = 27 +shaders = 28 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,142 +48,157 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear15 = true +scale_type15 = source +scale15 = 1.0 +float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type16 = viewport -scale_x16 = 1.0 -scale_y16 = 1.0 -filter_linear16 = true +shader16 = ../../shaders/base/delinearize.slang +scale_type16 = source +float_framebuffer16 = "true" + +shader17 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type17 = viewport +scale_x17 = 1.0 +scale_y17 = 1.0 +filter_linear17 = true +float_framebuffer17 = "true" +alias17 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader17 = ../../shaders/base/post-crt-prep-image-layers.slang -alias17 = "MBZ_PostCRTPass" +shader18 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader18 = ../../shaders/base/linearize-crt.slang -mipmap_input18 = true -filter_linear18 = true -scale_type18 = absolute -// scale_x18 = 480 -// scale_y18 = 270 -// scale_x18 = 960 -// scale_y18 = 540 -scale_x18 = 800 -scale_y18 = 600 -alias18 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +shader19 = ../../shaders/base/linearize-crt.slang mipmap_input19 = true filter_linear19 = true +scale_type19 = absolute +// scale_x19 = 480 +// scale_y19 = 270 +// scale_x19 = 960 +// scale_y19 = 540 +scale_x19 = 800 +scale_y19 = 600 +float_framebuffer19 = true +alias19 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader20 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input20 = true +filter_linear20 = true +float_framebuffer20 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader20 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear20 = true -alias20 = "BR_MirrorBlurredPass" +shader21 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear21 = true +float_framebuffer21 = true +alias21 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader21 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -scale_x21 = 128 -scale_y21 = 128 -alias21 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader22 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input22 = true filter_linear22 = true scale_type22 = absolute -scale_x22 = 12 -scale_y22 = 12 -alias22 = "BR_MirrorFullscreenGlowPass" +scale_x22 = 128 +scale_y22 = 128 +float_framebuffer22 = true +alias22 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader23 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input23 = true +filter_linear23 = true +scale_type23 = absolute +scale_x23 = 12 +scale_y23 = 12 +float_framebuffer23 = true +alias23 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader23 = ../../shaders/base/reflection.slang -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_CRTAndReflectionPass" +shader24 = ../../shaders/base/reflection.slang +scale_type24 = viewport +alias24 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader24 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear24 = true -scale_type24 = viewport -float_framebuffer24 = true -alias24 = "BR_LayersUnderCRTPass" - -shader25 = ../../shaders/base/bezel-images-over-crt.slang +shader25 = ../../shaders/base/bezel-images-under-crt.slang filter_linear25 = true scale_type25 = viewport float_framebuffer25 = true -alias25 = "BR_LayersOverCRTPass" +alias25 = "BR_LayersUnderCRTPass" + +shader26 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear26 = true +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader26 = ../../shaders/base/combine-passes.slang -scale_type26 = viewport -alias26 = "CombinePass" +shader27 = ../../shaders/base/combine-passes.slang +scale_type27 = viewport +alias27 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-480p.slangp index 27bb5ae..3314e46 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-MINI__DREZ-480p.slangp @@ -1,4 +1,4 @@ -shaders = 27 +shaders = 28 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,142 +48,157 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear15 = true +scale_type15 = source +scale15 = 1.0 +float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang -scale_type16 = viewport -scale_x16 = 1.0 -scale_y16 = 1.0 -filter_linear16 = true +shader16 = ../../shaders/base/delinearize.slang +scale_type16 = source +float_framebuffer16 = "true" + +shader17 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang +scale_type17 = viewport +scale_x17 = 1.0 +scale_y17 = 1.0 +filter_linear17 = true +float_framebuffer17 = "true" +alias17 = "CRTPass" g_sat = 0.15 +g_gamma_out = 2.45 -shader17 = ../../shaders/base/post-crt-prep-image-layers.slang -alias17 = "MBZ_PostCRTPass" +shader18 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader18 = ../../shaders/base/linearize-crt.slang -mipmap_input18 = true -filter_linear18 = true -scale_type18 = absolute -// scale_x18 = 480 -// scale_y18 = 270 -// scale_x18 = 960 -// scale_y18 = 540 -scale_x18 = 800 -scale_y18 = 600 -alias18 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +shader19 = ../../shaders/base/linearize-crt.slang mipmap_input19 = true filter_linear19 = true +scale_type19 = absolute +// scale_x19 = 480 +// scale_y19 = 270 +// scale_x19 = 960 +// scale_y19 = 540 +scale_x19 = 800 +scale_y19 = 600 +float_framebuffer19 = true +alias19 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader20 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input20 = true +filter_linear20 = true +float_framebuffer20 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader20 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear20 = true -alias20 = "BR_MirrorBlurredPass" +shader21 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear21 = true +float_framebuffer21 = true +alias21 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader21 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -scale_x21 = 128 -scale_y21 = 128 -alias21 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader22 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input22 = true filter_linear22 = true scale_type22 = absolute -scale_x22 = 12 -scale_y22 = 12 -alias22 = "BR_MirrorFullscreenGlowPass" +scale_x22 = 128 +scale_y22 = 128 +float_framebuffer22 = true +alias22 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader23 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input23 = true +filter_linear23 = true +scale_type23 = absolute +scale_x23 = 12 +scale_y23 = 12 +float_framebuffer23 = true +alias23 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader23 = ../../shaders/base/reflection.slang -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_CRTAndReflectionPass" +shader24 = ../../shaders/base/reflection.slang +scale_type24 = viewport +alias24 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader24 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear24 = true -scale_type24 = viewport -float_framebuffer24 = true -alias24 = "BR_LayersUnderCRTPass" - -shader25 = ../../shaders/base/bezel-images-over-crt.slang +shader25 = ../../shaders/base/bezel-images-under-crt.slang filter_linear25 = true scale_type25 = viewport float_framebuffer25 = true -alias25 = "BR_LayersOverCRTPass" +alias25 = "BR_LayersUnderCRTPass" + +shader26 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear26 = true +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader26 = ../../shaders/base/combine-passes.slang -scale_type26 = viewport -alias26 = "CombinePass" +shader27 = ../../shaders/base/combine-passes.slang +scale_type27 = viewport +alias27 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-240p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-240p.slangp index c23e3ac..1184c26 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-240p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-240p.slangp @@ -1,4 +1,4 @@ -shaders = 36 +shaders = 37 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,214 +48,226 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false +scale_type11 = source +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang -alias11 = "PrePass0" +shader12 = ../../shaders/base/stock.slang +alias12 = "PrePass0" -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear12 = false -float_framebuffer12 = true -scale_type_x12 = source -scale_type_y12 = source -scale_x12 = 4.0 -scale_y12 = 1.0 -frame_count_mod12 = 2 -alias12 = NPass1 - -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear13 = false float_framebuffer13 = true -filter_linear13 = true -scale_type13 = source -scale_x13 = 0.5 +scale_type_x13 = source +scale_type_y13 = source +scale_x13 = 4.0 scale_y13 = 1.0 +frame_count_mod13 = 2 +alias13 = NPass1 -shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer14 = true filter_linear14 = true scale_type14 = source -scale_x14 = 1.0 +scale_x14 = 0.5 scale_y14 = 1.0 -shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader15 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -shader16 = ../../shaders/base/stock.slang +shader16 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear16 = true scale_type16 = source scale_x16 = 1.0 scale_y16 = 1.0 -alias16 = "PrePass" -mipmap_input16 = true -shader17 = ../../shaders/guest/hsm-avg-lum.slang +shader17 = ../../shaders/base/stock.slang filter_linear17 = true scale_type17 = source -scale17 = 1.0 +scale_x17 = 1.0 +scale_y17 = 1.0 +alias17 = "PrePass" mipmap_input17 = true -alias17 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader18 = ../../shaders/guest/hsm-avg-lum.slang filter_linear18 = true scale_type18 = source scale18 = 1.0 -float_framebuffer18 = true -alias18 = "LinearizePass" +mipmap_input18 = true +alias18 = "AvgLumPass" -shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +// Pass referenced by subsequent blurring passes and crt pass +shader19 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear19 = true -scale_type_x19 = viewport -scale_x19 = 1.0 -scale_type_y19 = source -scale_y19 = 1.0 +scale_type19 = source +scale19 = 1.0 float_framebuffer19 = true -alias19 = Pass1 +alias19 = "LinearizePass" -shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader20 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear20 = true -scale_type_x20 = absolute -scale_x20 = 640.0 +scale_type_x20 = viewport +scale_x20 = 1.0 scale_type_y20 = source -scale_y20 = 1.0 +scale_y20 = 1.0 float_framebuffer20 = true +alias20 = Pass1 -shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader21 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear21 = true scale_type_x21 = absolute scale_x21 = 640.0 -scale_type_y21 = absolute -scale_y21 = 480.0 +scale_type_y21 = source +scale_y21 = 1.0 float_framebuffer21 = true -alias21 = GlowPass -shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader22 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear22 = true scale_type_x22 = absolute scale_x22 = 640.0 scale_type_y22 = absolute -scale_y22 = 480.0 +scale_y22 = 480.0 float_framebuffer22 = true +alias22 = GlowPass -shader23 = ../../shaders/guest/hsm-bloom_vertical.slang +shader23 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear23 = true scale_type_x23 = absolute scale_x23 = 640.0 scale_type_y23 = absolute -scale_y23 = 480.0 +scale_y23 = 480.0 float_framebuffer23 = true -alias23 = BloomPass -shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +shader24 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear24 = true +scale_type_x24 = absolute +scale_x24 = 640.0 +scale_type_y24 = absolute +scale_y24 = 480.0 float_framebuffer24 = true -scale_type24 = viewport -scale_x24 = 1.0 -scale_y24 = 1.0 +alias24 = BloomPass -shader25 = ../../shaders/guest/hsm-deconvergence.slang +shader25 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear25 = true scale_type25 = viewport scale_x25 = 1.0 scale_y25 = 1.0 +float_framebuffer25 = true -shader26 = ../../shaders/base/post-crt-prep-image-layers.slang -alias26 = "MBZ_PostCRTPass" +shader26 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear26 = true +scale_type26 = viewport +scale_x26 = 1.0 +scale_y26 = 1.0 +float_framebuffer26 = true +alias26 = "CRTPass" + +shader27 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader27 = ../../shaders/base/linearize-crt.slang -mipmap_input27 = true -filter_linear27 = true -scale_type27 = absolute -// scale_x27 = 480 -// scale_y27 = 270 -// scale_x27 = 960 -// scale_y27 = 540 -scale_x27 = 800 -scale_y27 = 600 -alias27 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-horiz.slang +shader28 = ../../shaders/base/linearize-crt.slang mipmap_input28 = true filter_linear28 = true +scale_type28 = absolute +// scale_x28 = 480 +// scale_y28 = 270 +// scale_x28 = 960 +// scale_y28 = 540 +scale_x28 = 800 +scale_y28 = 600 +float_framebuffer28 = true +alias28 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader29 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input29 = true +filter_linear29 = true +float_framebuffer29 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader29 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear29 = true -alias29 = "BR_MirrorBlurredPass" +shader30 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear30 = true +float_framebuffer30 = true +alias30 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader30 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input30 = true -filter_linear30 = true -scale_type30 = absolute -scale_x30 = 128 -scale_y30 = 128 -alias30 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader31 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input31 = true filter_linear31 = true scale_type31 = absolute -scale_x31 = 12 -scale_y31 = 12 -alias31 = "BR_MirrorFullscreenGlowPass" +scale_x31 = 128 +scale_y31 = 128 +float_framebuffer31 = true +alias31 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader32 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input32 = true +filter_linear32 = true +scale_type32 = absolute +scale_x32 = 12 +scale_y32 = 12 +float_framebuffer32 = true +alias32 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader32 = ../../shaders/base/reflection.slang -scale_type32 = viewport -float_framebuffer32 = true -alias32 = "BR_CRTAndReflectionPass" +shader33 = ../../shaders/base/reflection.slang +scale_type33 = viewport +alias33 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader33 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear33 = true -scale_type33 = viewport -float_framebuffer33 = true -alias33 = "BR_LayersUnderCRTPass" - -shader34 = ../../shaders/base/bezel-images-over-crt.slang +shader34 = ../../shaders/base/bezel-images-under-crt.slang filter_linear34 = true scale_type34 = viewport float_framebuffer34 = true -alias34 = "BR_LayersOverCRTPass" +alias34 = "BR_LayersUnderCRTPass" + +shader35 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear35 = true +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader35 = ../../shaders/base/combine-passes.slang -scale_type35 = viewport -alias35 = "CombinePass" +shader36 = ../../shaders/base/combine-passes.slang +scale_type36 = viewport +alias36 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-480p.slangp index 918b554..d668505 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV-NTSC__DREZ-480p.slangp @@ -1,4 +1,4 @@ -shaders = 36 +shaders = 37 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,214 +48,226 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false +scale_type11 = source +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader11 = ../../shaders/base/stock.slang -alias11 = "PrePass0" +shader12 = ../../shaders/base/stock.slang +alias12 = "PrePass0" -shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang -filter_linear12 = false -float_framebuffer12 = true -scale_type_x12 = source -scale_type_y12 = source -scale_x12 = 4.0 -scale_y12 = 1.0 -frame_count_mod12 = 2 -alias12 = NPass1 - -shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear13 = false float_framebuffer13 = true -filter_linear13 = true -scale_type13 = source -scale_x13 = 0.5 +scale_type_x13 = source +scale_type_y13 = source +scale_x13 = 4.0 scale_y13 = 1.0 +frame_count_mod13 = 2 +alias13 = NPass1 -shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer14 = true filter_linear14 = true scale_type14 = source -scale_x14 = 1.0 +scale_x14 = 0.5 scale_y14 = 1.0 -shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +shader15 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang filter_linear15 = true scale_type15 = source scale_x15 = 1.0 scale_y15 = 1.0 -shader16 = ../../shaders/base/stock.slang +shader16 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear16 = true scale_type16 = source scale_x16 = 1.0 scale_y16 = 1.0 -alias16 = "PrePass" -mipmap_input16 = true -shader17 = ../../shaders/guest/hsm-avg-lum.slang +shader17 = ../../shaders/base/stock.slang filter_linear17 = true scale_type17 = source -scale17 = 1.0 +scale_x17 = 1.0 +scale_y17 = 1.0 +alias17 = "PrePass" mipmap_input17 = true -alias17 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader18 = ../../shaders/guest/hsm-avg-lum.slang filter_linear18 = true scale_type18 = source scale18 = 1.0 -float_framebuffer18 = true -alias18 = "LinearizePass" +mipmap_input18 = true +alias18 = "AvgLumPass" -shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +// Pass referenced by subsequent blurring passes and crt pass +shader19 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear19 = true -scale_type_x19 = viewport -scale_x19 = 1.0 -scale_type_y19 = source -scale_y19 = 1.0 +scale_type19 = source +scale19 = 1.0 float_framebuffer19 = true -alias19 = Pass1 +alias19 = "LinearizePass" -shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang +shader20 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang filter_linear20 = true -scale_type_x20 = absolute -scale_x20 = 640.0 +scale_type_x20 = viewport +scale_x20 = 1.0 scale_type_y20 = source -scale_y20 = 1.0 +scale_y20 = 1.0 float_framebuffer20 = true +alias20 = Pass1 -shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader21 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear21 = true scale_type_x21 = absolute scale_x21 = 640.0 -scale_type_y21 = absolute -scale_y21 = 480.0 +scale_type_y21 = source +scale_y21 = 1.0 float_framebuffer21 = true -alias21 = GlowPass -shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader22 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear22 = true scale_type_x22 = absolute scale_x22 = 640.0 scale_type_y22 = absolute -scale_y22 = 480.0 +scale_y22 = 480.0 float_framebuffer22 = true +alias22 = GlowPass -shader23 = ../../shaders/guest/hsm-bloom_vertical.slang +shader23 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear23 = true scale_type_x23 = absolute scale_x23 = 640.0 scale_type_y23 = absolute -scale_y23 = 480.0 +scale_y23 = 480.0 float_framebuffer23 = true -alias23 = BloomPass -shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang +shader24 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear24 = true +scale_type_x24 = absolute +scale_x24 = 640.0 +scale_type_y24 = absolute +scale_y24 = 480.0 float_framebuffer24 = true -scale_type24 = viewport -scale_x24 = 1.0 -scale_y24 = 1.0 +alias24 = BloomPass -shader25 = ../../shaders/guest/hsm-deconvergence.slang +shader25 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang filter_linear25 = true scale_type25 = viewport scale_x25 = 1.0 scale_y25 = 1.0 +float_framebuffer25 = true -shader26 = ../../shaders/base/post-crt-prep-image-layers.slang -alias26 = "MBZ_PostCRTPass" +shader26 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear26 = true +scale_type26 = viewport +scale_x26 = 1.0 +scale_y26 = 1.0 +float_framebuffer26 = true +alias26 = "CRTPass" + +shader27 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type27 = viewport +float_framebuffer27 = true +alias27 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader27 = ../../shaders/base/linearize-crt.slang -mipmap_input27 = true -filter_linear27 = true -scale_type27 = absolute -// scale_x27 = 480 -// scale_y27 = 270 -// scale_x27 = 960 -// scale_y27 = 540 -scale_x27 = 800 -scale_y27 = 600 -alias27 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader28 = ../../shaders/base/blur-outside-screen-horiz.slang +shader28 = ../../shaders/base/linearize-crt.slang mipmap_input28 = true filter_linear28 = true +scale_type28 = absolute +// scale_x28 = 480 +// scale_y28 = 270 +// scale_x28 = 960 +// scale_y28 = 540 +scale_x28 = 800 +scale_y28 = 600 +float_framebuffer28 = true +alias28 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader29 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input29 = true +filter_linear29 = true +float_framebuffer29 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader29 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear29 = true -alias29 = "BR_MirrorBlurredPass" +shader30 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear30 = true +float_framebuffer30 = true +alias30 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader30 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input30 = true -filter_linear30 = true -scale_type30 = absolute -scale_x30 = 128 -scale_y30 = 128 -alias30 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader31 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input31 = true filter_linear31 = true scale_type31 = absolute -scale_x31 = 12 -scale_y31 = 12 -alias31 = "BR_MirrorFullscreenGlowPass" +scale_x31 = 128 +scale_y31 = 128 +float_framebuffer31 = true +alias31 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader32 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input32 = true +filter_linear32 = true +scale_type32 = absolute +scale_x32 = 12 +scale_y32 = 12 +float_framebuffer32 = true +alias32 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader32 = ../../shaders/base/reflection.slang -scale_type32 = viewport -float_framebuffer32 = true -alias32 = "BR_CRTAndReflectionPass" +shader33 = ../../shaders/base/reflection.slang +scale_type33 = viewport +alias33 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader33 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear33 = true -scale_type33 = viewport -float_framebuffer33 = true -alias33 = "BR_LayersUnderCRTPass" - -shader34 = ../../shaders/base/bezel-images-over-crt.slang +shader34 = ../../shaders/base/bezel-images-under-crt.slang filter_linear34 = true scale_type34 = viewport float_framebuffer34 = true -alias34 = "BR_LayersOverCRTPass" +alias34 = "BR_LayersUnderCRTPass" + +shader35 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear35 = true +scale_type35 = viewport +float_framebuffer35 = true +alias35 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader35 = ../../shaders/base/combine-passes.slang -scale_type35 = viewport -alias35 = "CombinePass" +shader36 = ../../shaders/base/combine-passes.slang +scale_type36 = viewport +alias36 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-1080p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-1080p.slangp index 9d3e632..d4af4a4 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-1080p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-1080p.slangp @@ -1,4 +1,4 @@ -shaders = 31 +shaders = 32 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,179 +48,191 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear15 = true -scale_type_x15 = absolute -scale_x15 = 800.0 -scale_type_y15 = source -scale_y15 = 1.0 +scale_type15 = source +scale15 = 1.0 float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader16 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 -scale_type_y16 = absolute -scale_y16 = 600.0 +scale_type_y16 = source +scale_y16 = 1.0 float_framebuffer16 = true -alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader17 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear17 = true scale_type_x17 = absolute scale_x17 = 800.0 scale_type_y17 = absolute -scale_y17 = 600.0 +scale_y17 = 600.0 float_framebuffer17 = true +alias17 = GlowPass -shader18 = ../../shaders/guest/hsm-bloom_vertical.slang +shader18 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear18 = true -scale_type_x18 = source -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type_x18 = absolute +scale_x18 = 800.0 +scale_type_y18 = absolute +scale_y18 = 600.0 float_framebuffer18 = true -alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader19 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear19 = true -float_framebuffer19 = true -scale_type19 = viewport +scale_type_x19 = source scale_x19 = 1.0 +scale_type_y19 = source scale_y19 = 1.0 +float_framebuffer19 = true +alias19 = BloomPass -shader20 = ../../shaders/guest/hsm-deconvergence.slang +shader20 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear20 = true scale_type20 = viewport scale_x20 = 1.0 scale_y20 = 1.0 +float_framebuffer20 = true -shader21 = ../../shaders/base/post-crt-prep-image-layers.slang -alias21 = "MBZ_PostCRTPass" +shader21 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear21 = true +scale_type21 = viewport +scale_x21 = 1.0 +scale_y21 = 1.0 +float_framebuffer21 = true +alias21 = "CRTPass" + +shader22 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader22 = ../../shaders/base/linearize-crt.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -// scale_x22 = 480 -// scale_y22 = 270 -// scale_x22 = 960 -// scale_y22 = 540 -scale_x22 = 800 -scale_y22 = 600 -alias22 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +shader23 = ../../shaders/base/linearize-crt.slang mipmap_input23 = true filter_linear23 = true +scale_type23 = absolute +// scale_x23 = 480 +// scale_y23 = 270 +// scale_x23 = 960 +// scale_y23 = 540 +scale_x23 = 800 +scale_y23 = 600 +float_framebuffer23 = true +alias23 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input24 = true +filter_linear24 = true +float_framebuffer24 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader24 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear24 = true -alias24 = "BR_MirrorBlurredPass" +shader25 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear25 = true +float_framebuffer25 = true +alias25 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader25 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input25 = true -filter_linear25 = true -scale_type25 = absolute -scale_x25 = 128 -scale_y25 = 128 -alias25 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader26 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input26 = true filter_linear26 = true scale_type26 = absolute -scale_x26 = 12 -scale_y26 = 12 -alias26 = "BR_MirrorFullscreenGlowPass" +scale_x26 = 128 +scale_y26 = 128 +float_framebuffer26 = true +alias26 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader27 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input27 = true +filter_linear27 = true +scale_type27 = absolute +scale_x27 = 12 +scale_y27 = 12 +float_framebuffer27 = true +alias27 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader27 = ../../shaders/base/reflection.slang -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_CRTAndReflectionPass" +shader28 = ../../shaders/base/reflection.slang +scale_type28 = viewport +alias28 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader28 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear28 = true -scale_type28 = viewport -float_framebuffer28 = true -alias28 = "BR_LayersUnderCRTPass" - -shader29 = ../../shaders/base/bezel-images-over-crt.slang +shader29 = ../../shaders/base/bezel-images-under-crt.slang filter_linear29 = true scale_type29 = viewport float_framebuffer29 = true -alias29 = "BR_LayersOverCRTPass" +alias29 = "BR_LayersUnderCRTPass" + +shader30 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader30 = ../../shaders/base/combine-passes.slang -scale_type30 = viewport -alias30 = "CombinePass" +shader31 = ../../shaders/base/combine-passes.slang +scale_type31 = viewport +alias31 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-224p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-224p.slangp index fa3bafc..c2d0832 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-224p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-224p.slangp @@ -1,4 +1,4 @@ -shaders = 31 +shaders = 32 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,179 +48,191 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear15 = true -scale_type_x15 = absolute -scale_x15 = 800.0 -scale_type_y15 = source -scale_y15 = 1.0 +scale_type15 = source +scale15 = 1.0 float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader16 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 -scale_type_y16 = absolute -scale_y16 = 600.0 +scale_type_y16 = source +scale_y16 = 1.0 float_framebuffer16 = true -alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader17 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear17 = true scale_type_x17 = absolute scale_x17 = 800.0 scale_type_y17 = absolute -scale_y17 = 600.0 +scale_y17 = 600.0 float_framebuffer17 = true +alias17 = GlowPass -shader18 = ../../shaders/guest/hsm-bloom_vertical.slang +shader18 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear18 = true -scale_type_x18 = source -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type_x18 = absolute +scale_x18 = 800.0 +scale_type_y18 = absolute +scale_y18 = 600.0 float_framebuffer18 = true -alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader19 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear19 = true -float_framebuffer19 = true -scale_type19 = viewport +scale_type_x19 = source scale_x19 = 1.0 +scale_type_y19 = source scale_y19 = 1.0 +float_framebuffer19 = true +alias19 = BloomPass -shader20 = ../../shaders/guest/hsm-deconvergence.slang +shader20 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear20 = true scale_type20 = viewport scale_x20 = 1.0 scale_y20 = 1.0 +float_framebuffer20 = true -shader21 = ../../shaders/base/post-crt-prep-image-layers.slang -alias21 = "MBZ_PostCRTPass" +shader21 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear21 = true +scale_type21 = viewport +scale_x21 = 1.0 +scale_y21 = 1.0 +float_framebuffer21 = true +alias21 = "CRTPass" + +shader22 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader22 = ../../shaders/base/linearize-crt.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -// scale_x22 = 480 -// scale_y22 = 270 -// scale_x22 = 960 -// scale_y22 = 540 -scale_x22 = 800 -scale_y22 = 600 -alias22 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +shader23 = ../../shaders/base/linearize-crt.slang mipmap_input23 = true filter_linear23 = true +scale_type23 = absolute +// scale_x23 = 480 +// scale_y23 = 270 +// scale_x23 = 960 +// scale_y23 = 540 +scale_x23 = 800 +scale_y23 = 600 +float_framebuffer23 = true +alias23 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input24 = true +filter_linear24 = true +float_framebuffer24 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader24 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear24 = true -alias24 = "BR_MirrorBlurredPass" +shader25 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear25 = true +float_framebuffer25 = true +alias25 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader25 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input25 = true -filter_linear25 = true -scale_type25 = absolute -scale_x25 = 128 -scale_y25 = 128 -alias25 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader26 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input26 = true filter_linear26 = true scale_type26 = absolute -scale_x26 = 12 -scale_y26 = 12 -alias26 = "BR_MirrorFullscreenGlowPass" +scale_x26 = 128 +scale_y26 = 128 +float_framebuffer26 = true +alias26 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader27 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input27 = true +filter_linear27 = true +scale_type27 = absolute +scale_x27 = 12 +scale_y27 = 12 +float_framebuffer27 = true +alias27 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader27 = ../../shaders/base/reflection.slang -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_CRTAndReflectionPass" +shader28 = ../../shaders/base/reflection.slang +scale_type28 = viewport +alias28 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader28 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear28 = true -scale_type28 = viewport -float_framebuffer28 = true -alias28 = "BR_LayersUnderCRTPass" - -shader29 = ../../shaders/base/bezel-images-over-crt.slang +shader29 = ../../shaders/base/bezel-images-under-crt.slang filter_linear29 = true scale_type29 = viewport float_framebuffer29 = true -alias29 = "BR_LayersOverCRTPass" +alias29 = "BR_LayersUnderCRTPass" + +shader30 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader30 = ../../shaders/base/combine-passes.slang -scale_type30 = viewport -alias30 = "CombinePass" +shader31 = ../../shaders/base/combine-passes.slang +scale_type31 = viewport +alias31 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-240p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-240p.slangp index c5c3ea7..06f6843 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-240p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-240p.slangp @@ -1,4 +1,4 @@ -shaders = 31 +shaders = 32 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,179 +48,191 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear15 = true -scale_type_x15 = absolute -scale_x15 = 800.0 -scale_type_y15 = source -scale_y15 = 1.0 +scale_type15 = source +scale15 = 1.0 float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader16 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 -scale_type_y16 = absolute -scale_y16 = 600.0 +scale_type_y16 = source +scale_y16 = 1.0 float_framebuffer16 = true -alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader17 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear17 = true scale_type_x17 = absolute scale_x17 = 800.0 scale_type_y17 = absolute -scale_y17 = 600.0 +scale_y17 = 600.0 float_framebuffer17 = true +alias17 = GlowPass -shader18 = ../../shaders/guest/hsm-bloom_vertical.slang +shader18 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear18 = true -scale_type_x18 = source -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type_x18 = absolute +scale_x18 = 800.0 +scale_type_y18 = absolute +scale_y18 = 600.0 float_framebuffer18 = true -alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader19 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear19 = true -float_framebuffer19 = true -scale_type19 = viewport +scale_type_x19 = source scale_x19 = 1.0 +scale_type_y19 = source scale_y19 = 1.0 +float_framebuffer19 = true +alias19 = BloomPass -shader20 = ../../shaders/guest/hsm-deconvergence.slang +shader20 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear20 = true scale_type20 = viewport scale_x20 = 1.0 scale_y20 = 1.0 +float_framebuffer20 = true -shader21 = ../../shaders/base/post-crt-prep-image-layers.slang -alias21 = "MBZ_PostCRTPass" +shader21 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear21 = true +scale_type21 = viewport +scale_x21 = 1.0 +scale_y21 = 1.0 +float_framebuffer21 = true +alias21 = "CRTPass" + +shader22 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader22 = ../../shaders/base/linearize-crt.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -// scale_x22 = 480 -// scale_y22 = 270 -// scale_x22 = 960 -// scale_y22 = 540 -scale_x22 = 800 -scale_y22 = 600 -alias22 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +shader23 = ../../shaders/base/linearize-crt.slang mipmap_input23 = true filter_linear23 = true +scale_type23 = absolute +// scale_x23 = 480 +// scale_y23 = 270 +// scale_x23 = 960 +// scale_y23 = 540 +scale_x23 = 800 +scale_y23 = 600 +float_framebuffer23 = true +alias23 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input24 = true +filter_linear24 = true +float_framebuffer24 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader24 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear24 = true -alias24 = "BR_MirrorBlurredPass" +shader25 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear25 = true +float_framebuffer25 = true +alias25 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader25 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input25 = true -filter_linear25 = true -scale_type25 = absolute -scale_x25 = 128 -scale_y25 = 128 -alias25 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader26 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input26 = true filter_linear26 = true scale_type26 = absolute -scale_x26 = 12 -scale_y26 = 12 -alias26 = "BR_MirrorFullscreenGlowPass" +scale_x26 = 128 +scale_y26 = 128 +float_framebuffer26 = true +alias26 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader27 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input27 = true +filter_linear27 = true +scale_type27 = absolute +scale_x27 = 12 +scale_y27 = 12 +float_framebuffer27 = true +alias27 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader27 = ../../shaders/base/reflection.slang -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_CRTAndReflectionPass" +shader28 = ../../shaders/base/reflection.slang +scale_type28 = viewport +alias28 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader28 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear28 = true -scale_type28 = viewport -float_framebuffer28 = true -alias28 = "BR_LayersUnderCRTPass" - -shader29 = ../../shaders/base/bezel-images-over-crt.slang +shader29 = ../../shaders/base/bezel-images-under-crt.slang filter_linear29 = true scale_type29 = viewport float_framebuffer29 = true -alias29 = "BR_LayersOverCRTPass" +alias29 = "BR_LayersUnderCRTPass" + +shader30 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader30 = ../../shaders/base/combine-passes.slang -scale_type30 = viewport -alias30 = "CombinePass" +shader31 = ../../shaders/base/combine-passes.slang +scale_type31 = viewport +alias31 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-1600x1920.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-1600x1920.slangp index 6b33f59..0a946b7 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-1600x1920.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-1600x1920.slangp @@ -1,4 +1,4 @@ -shaders = 31 +shaders = 32 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,179 +48,191 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear15 = true -scale_type_x15 = absolute -scale_x15 = 800.0 -scale_type_y15 = source -scale_y15 = 1.0 +scale_type15 = source +scale15 = 1.0 float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader16 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 -scale_type_y16 = absolute -scale_y16 = 600.0 +scale_type_y16 = source +scale_y16 = 1.0 float_framebuffer16 = true -alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader17 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear17 = true scale_type_x17 = absolute scale_x17 = 800.0 scale_type_y17 = absolute -scale_y17 = 600.0 +scale_y17 = 600.0 float_framebuffer17 = true +alias17 = GlowPass -shader18 = ../../shaders/guest/hsm-bloom_vertical.slang +shader18 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear18 = true -scale_type_x18 = source -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type_x18 = absolute +scale_x18 = 800.0 +scale_type_y18 = absolute +scale_y18 = 600.0 float_framebuffer18 = true -alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader19 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear19 = true -float_framebuffer19 = true -scale_type19 = viewport +scale_type_x19 = source scale_x19 = 1.0 +scale_type_y19 = source scale_y19 = 1.0 +float_framebuffer19 = true +alias19 = BloomPass -shader20 = ../../shaders/guest/hsm-deconvergence.slang +shader20 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear20 = true scale_type20 = viewport scale_x20 = 1.0 scale_y20 = 1.0 +float_framebuffer20 = true -shader21 = ../../shaders/base/post-crt-prep-image-layers.slang -alias21 = "MBZ_PostCRTPass" +shader21 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear21 = true +scale_type21 = viewport +scale_x21 = 1.0 +scale_y21 = 1.0 +float_framebuffer21 = true +alias21 = "CRTPass" + +shader22 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader22 = ../../shaders/base/linearize-crt.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -// scale_x22 = 480 -// scale_y22 = 270 -// scale_x22 = 960 -// scale_y22 = 540 -scale_x22 = 800 -scale_y22 = 600 -alias22 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +shader23 = ../../shaders/base/linearize-crt.slang mipmap_input23 = true filter_linear23 = true +scale_type23 = absolute +// scale_x23 = 480 +// scale_y23 = 270 +// scale_x23 = 960 +// scale_y23 = 540 +scale_x23 = 800 +scale_y23 = 600 +float_framebuffer23 = true +alias23 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input24 = true +filter_linear24 = true +float_framebuffer24 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader24 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear24 = true -alias24 = "BR_MirrorBlurredPass" +shader25 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear25 = true +float_framebuffer25 = true +alias25 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader25 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input25 = true -filter_linear25 = true -scale_type25 = absolute -scale_x25 = 128 -scale_y25 = 128 -alias25 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader26 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input26 = true filter_linear26 = true scale_type26 = absolute -scale_x26 = 12 -scale_y26 = 12 -alias26 = "BR_MirrorFullscreenGlowPass" +scale_x26 = 128 +scale_y26 = 128 +float_framebuffer26 = true +alias26 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader27 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input27 = true +filter_linear27 = true +scale_type27 = absolute +scale_x27 = 12 +scale_y27 = 12 +float_framebuffer27 = true +alias27 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader27 = ../../shaders/base/reflection.slang -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_CRTAndReflectionPass" +shader28 = ../../shaders/base/reflection.slang +scale_type28 = viewport +alias28 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader28 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear28 = true -scale_type28 = viewport -float_framebuffer28 = true -alias28 = "BR_LayersUnderCRTPass" - -shader29 = ../../shaders/base/bezel-images-over-crt.slang +shader29 = ../../shaders/base/bezel-images-under-crt.slang filter_linear29 = true scale_type29 = viewport float_framebuffer29 = true -alias29 = "BR_LayersOverCRTPass" +alias29 = "BR_LayersUnderCRTPass" + +shader30 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader30 = ../../shaders/base/combine-passes.slang -scale_type30 = viewport -alias30 = "CombinePass" +shader31 = ../../shaders/base/combine-passes.slang +scale_type31 = viewport +alias31 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-400x480.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-400x480.slangp index 12b01f3..f5b9af9 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-400x480.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-3DS-400x480.slangp @@ -1,4 +1,4 @@ -shaders = 31 +shaders = 32 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,179 +48,191 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear15 = true -scale_type_x15 = absolute -scale_x15 = 800.0 -scale_type_y15 = source -scale_y15 = 1.0 +scale_type15 = source +scale15 = 1.0 float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader16 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 -scale_type_y16 = absolute -scale_y16 = 600.0 +scale_type_y16 = source +scale_y16 = 1.0 float_framebuffer16 = true -alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader17 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear17 = true scale_type_x17 = absolute scale_x17 = 800.0 scale_type_y17 = absolute -scale_y17 = 600.0 +scale_y17 = 600.0 float_framebuffer17 = true +alias17 = GlowPass -shader18 = ../../shaders/guest/hsm-bloom_vertical.slang +shader18 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear18 = true -scale_type_x18 = source -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type_x18 = absolute +scale_x18 = 800.0 +scale_type_y18 = absolute +scale_y18 = 600.0 float_framebuffer18 = true -alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader19 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear19 = true -float_framebuffer19 = true -scale_type19 = viewport +scale_type_x19 = source scale_x19 = 1.0 +scale_type_y19 = source scale_y19 = 1.0 +float_framebuffer19 = true +alias19 = BloomPass -shader20 = ../../shaders/guest/hsm-deconvergence.slang +shader20 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear20 = true scale_type20 = viewport scale_x20 = 1.0 scale_y20 = 1.0 +float_framebuffer20 = true -shader21 = ../../shaders/base/post-crt-prep-image-layers.slang -alias21 = "MBZ_PostCRTPass" +shader21 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear21 = true +scale_type21 = viewport +scale_x21 = 1.0 +scale_y21 = 1.0 +float_framebuffer21 = true +alias21 = "CRTPass" + +shader22 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader22 = ../../shaders/base/linearize-crt.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -// scale_x22 = 480 -// scale_y22 = 270 -// scale_x22 = 960 -// scale_y22 = 540 -scale_x22 = 800 -scale_y22 = 600 -alias22 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +shader23 = ../../shaders/base/linearize-crt.slang mipmap_input23 = true filter_linear23 = true +scale_type23 = absolute +// scale_x23 = 480 +// scale_y23 = 270 +// scale_x23 = 960 +// scale_y23 = 540 +scale_x23 = 800 +scale_y23 = 600 +float_framebuffer23 = true +alias23 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input24 = true +filter_linear24 = true +float_framebuffer24 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader24 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear24 = true -alias24 = "BR_MirrorBlurredPass" +shader25 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear25 = true +float_framebuffer25 = true +alias25 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader25 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input25 = true -filter_linear25 = true -scale_type25 = absolute -scale_x25 = 128 -scale_y25 = 128 -alias25 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader26 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input26 = true filter_linear26 = true scale_type26 = absolute -scale_x26 = 12 -scale_y26 = 12 -alias26 = "BR_MirrorFullscreenGlowPass" +scale_x26 = 128 +scale_y26 = 128 +float_framebuffer26 = true +alias26 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader27 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input27 = true +filter_linear27 = true +scale_type27 = absolute +scale_x27 = 12 +scale_y27 = 12 +float_framebuffer27 = true +alias27 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader27 = ../../shaders/base/reflection.slang -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_CRTAndReflectionPass" +shader28 = ../../shaders/base/reflection.slang +scale_type28 = viewport +alias28 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader28 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear28 = true -scale_type28 = viewport -float_framebuffer28 = true -alias28 = "BR_LayersUnderCRTPass" - -shader29 = ../../shaders/base/bezel-images-over-crt.slang +shader29 = ../../shaders/base/bezel-images-under-crt.slang filter_linear29 = true scale_type29 = viewport float_framebuffer29 = true -alias29 = "BR_LayersOverCRTPass" +alias29 = "BR_LayersUnderCRTPass" + +shader30 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader30 = ../../shaders/base/combine-passes.slang -scale_type30 = viewport -alias30 = "CombinePass" +shader31 = ../../shaders/base/combine-passes.slang +scale_type31 = viewport +alias31 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-480p.slangp index 5792445..c363fd2 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-480p.slangp @@ -1,4 +1,4 @@ -shaders = 31 +shaders = 32 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,179 +48,191 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear15 = true -scale_type_x15 = absolute -scale_x15 = 800.0 -scale_type_y15 = source -scale_y15 = 1.0 +scale_type15 = source +scale15 = 1.0 float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader16 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 -scale_type_y16 = absolute -scale_y16 = 600.0 +scale_type_y16 = source +scale_y16 = 1.0 float_framebuffer16 = true -alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader17 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear17 = true scale_type_x17 = absolute scale_x17 = 800.0 scale_type_y17 = absolute -scale_y17 = 600.0 +scale_y17 = 600.0 float_framebuffer17 = true +alias17 = GlowPass -shader18 = ../../shaders/guest/hsm-bloom_vertical.slang +shader18 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear18 = true -scale_type_x18 = source -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type_x18 = absolute +scale_x18 = 800.0 +scale_type_y18 = absolute +scale_y18 = 600.0 float_framebuffer18 = true -alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader19 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear19 = true -float_framebuffer19 = true -scale_type19 = viewport +scale_type_x19 = source scale_x19 = 1.0 +scale_type_y19 = source scale_y19 = 1.0 +float_framebuffer19 = true +alias19 = BloomPass -shader20 = ../../shaders/guest/hsm-deconvergence.slang +shader20 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear20 = true scale_type20 = viewport scale_x20 = 1.0 scale_y20 = 1.0 +float_framebuffer20 = true -shader21 = ../../shaders/base/post-crt-prep-image-layers.slang -alias21 = "MBZ_PostCRTPass" +shader21 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear21 = true +scale_type21 = viewport +scale_x21 = 1.0 +scale_y21 = 1.0 +float_framebuffer21 = true +alias21 = "CRTPass" + +shader22 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader22 = ../../shaders/base/linearize-crt.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -// scale_x22 = 480 -// scale_y22 = 270 -// scale_x22 = 960 -// scale_y22 = 540 -scale_x22 = 800 -scale_y22 = 600 -alias22 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +shader23 = ../../shaders/base/linearize-crt.slang mipmap_input23 = true filter_linear23 = true +scale_type23 = absolute +// scale_x23 = 480 +// scale_y23 = 270 +// scale_x23 = 960 +// scale_y23 = 540 +scale_x23 = 800 +scale_y23 = 600 +float_framebuffer23 = true +alias23 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input24 = true +filter_linear24 = true +float_framebuffer24 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader24 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear24 = true -alias24 = "BR_MirrorBlurredPass" +shader25 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear25 = true +float_framebuffer25 = true +alias25 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader25 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input25 = true -filter_linear25 = true -scale_type25 = absolute -scale_x25 = 128 -scale_y25 = 128 -alias25 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader26 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input26 = true filter_linear26 = true scale_type26 = absolute -scale_x26 = 12 -scale_y26 = 12 -alias26 = "BR_MirrorFullscreenGlowPass" +scale_x26 = 128 +scale_y26 = 128 +float_framebuffer26 = true +alias26 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader27 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input27 = true +filter_linear27 = true +scale_type27 = absolute +scale_x27 = 12 +scale_y27 = 12 +float_framebuffer27 = true +alias27 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader27 = ../../shaders/base/reflection.slang -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_CRTAndReflectionPass" +shader28 = ../../shaders/base/reflection.slang +scale_type28 = viewport +alias28 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader28 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear28 = true -scale_type28 = viewport -float_framebuffer28 = true -alias28 = "BR_LayersUnderCRTPass" - -shader29 = ../../shaders/base/bezel-images-over-crt.slang +shader29 = ../../shaders/base/bezel-images-under-crt.slang filter_linear29 = true scale_type29 = viewport float_framebuffer29 = true -alias29 = "BR_LayersOverCRTPass" +alias29 = "BR_LayersUnderCRTPass" + +shader30 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader30 = ../../shaders/base/combine-passes.slang -scale_type30 = viewport -alias30 = "CombinePass" +shader31 = ../../shaders/base/combine-passes.slang +scale_type31 = viewport +alias31 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-1280x1920.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-1280x1920.slangp index 50d4efd..9ea77ad 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-1280x1920.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-1280x1920.slangp @@ -1,4 +1,4 @@ -shaders = 31 +shaders = 32 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,179 +48,191 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear15 = true -scale_type_x15 = absolute -scale_x15 = 800.0 -scale_type_y15 = source -scale_y15 = 1.0 +scale_type15 = source +scale15 = 1.0 float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader16 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 -scale_type_y16 = absolute -scale_y16 = 600.0 +scale_type_y16 = source +scale_y16 = 1.0 float_framebuffer16 = true -alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader17 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear17 = true scale_type_x17 = absolute scale_x17 = 800.0 scale_type_y17 = absolute -scale_y17 = 600.0 +scale_y17 = 600.0 float_framebuffer17 = true +alias17 = GlowPass -shader18 = ../../shaders/guest/hsm-bloom_vertical.slang +shader18 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear18 = true -scale_type_x18 = source -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type_x18 = absolute +scale_x18 = 800.0 +scale_type_y18 = absolute +scale_y18 = 600.0 float_framebuffer18 = true -alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader19 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear19 = true -float_framebuffer19 = true -scale_type19 = viewport +scale_type_x19 = source scale_x19 = 1.0 +scale_type_y19 = source scale_y19 = 1.0 +float_framebuffer19 = true +alias19 = BloomPass -shader20 = ../../shaders/guest/hsm-deconvergence.slang +shader20 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear20 = true scale_type20 = viewport scale_x20 = 1.0 scale_y20 = 1.0 +float_framebuffer20 = true -shader21 = ../../shaders/base/post-crt-prep-image-layers.slang -alias21 = "MBZ_PostCRTPass" +shader21 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear21 = true +scale_type21 = viewport +scale_x21 = 1.0 +scale_y21 = 1.0 +float_framebuffer21 = true +alias21 = "CRTPass" + +shader22 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader22 = ../../shaders/base/linearize-crt.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -// scale_x22 = 480 -// scale_y22 = 270 -// scale_x22 = 960 -// scale_y22 = 540 -scale_x22 = 800 -scale_y22 = 600 -alias22 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +shader23 = ../../shaders/base/linearize-crt.slang mipmap_input23 = true filter_linear23 = true +scale_type23 = absolute +// scale_x23 = 480 +// scale_y23 = 270 +// scale_x23 = 960 +// scale_y23 = 540 +scale_x23 = 800 +scale_y23 = 600 +float_framebuffer23 = true +alias23 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input24 = true +filter_linear24 = true +float_framebuffer24 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader24 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear24 = true -alias24 = "BR_MirrorBlurredPass" +shader25 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear25 = true +float_framebuffer25 = true +alias25 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader25 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input25 = true -filter_linear25 = true -scale_type25 = absolute -scale_x25 = 128 -scale_y25 = 128 -alias25 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader26 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input26 = true filter_linear26 = true scale_type26 = absolute -scale_x26 = 12 -scale_y26 = 12 -alias26 = "BR_MirrorFullscreenGlowPass" +scale_x26 = 128 +scale_y26 = 128 +float_framebuffer26 = true +alias26 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader27 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input27 = true +filter_linear27 = true +scale_type27 = absolute +scale_x27 = 12 +scale_y27 = 12 +float_framebuffer27 = true +alias27 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader27 = ../../shaders/base/reflection.slang -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_CRTAndReflectionPass" +shader28 = ../../shaders/base/reflection.slang +scale_type28 = viewport +alias28 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader28 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear28 = true -scale_type28 = viewport -float_framebuffer28 = true -alias28 = "BR_LayersUnderCRTPass" - -shader29 = ../../shaders/base/bezel-images-over-crt.slang +shader29 = ../../shaders/base/bezel-images-under-crt.slang filter_linear29 = true scale_type29 = viewport float_framebuffer29 = true -alias29 = "BR_LayersOverCRTPass" +alias29 = "BR_LayersUnderCRTPass" + +shader30 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader30 = ../../shaders/base/combine-passes.slang -scale_type30 = viewport -alias30 = "CombinePass" +shader31 = ../../shaders/base/combine-passes.slang +scale_type31 = viewport +alias31 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-256x384.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-256x384.slangp index 84c22e6..aa2e4de 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-256x384.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-NDS-256x384.slangp @@ -1,4 +1,4 @@ -shaders = 31 +shaders = 32 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,179 +48,191 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear15 = true -scale_type_x15 = absolute -scale_x15 = 800.0 -scale_type_y15 = source -scale_y15 = 1.0 +scale_type15 = source +scale15 = 1.0 float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader16 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 -scale_type_y16 = absolute -scale_y16 = 600.0 +scale_type_y16 = source +scale_y16 = 1.0 float_framebuffer16 = true -alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader17 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear17 = true scale_type_x17 = absolute scale_x17 = 800.0 scale_type_y17 = absolute -scale_y17 = 600.0 +scale_y17 = 600.0 float_framebuffer17 = true +alias17 = GlowPass -shader18 = ../../shaders/guest/hsm-bloom_vertical.slang +shader18 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear18 = true -scale_type_x18 = source -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type_x18 = absolute +scale_x18 = 800.0 +scale_type_y18 = absolute +scale_y18 = 600.0 float_framebuffer18 = true -alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader19 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear19 = true -float_framebuffer19 = true -scale_type19 = viewport +scale_type_x19 = source scale_x19 = 1.0 +scale_type_y19 = source scale_y19 = 1.0 +float_framebuffer19 = true +alias19 = BloomPass -shader20 = ../../shaders/guest/hsm-deconvergence.slang +shader20 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear20 = true scale_type20 = viewport scale_x20 = 1.0 scale_y20 = 1.0 +float_framebuffer20 = true -shader21 = ../../shaders/base/post-crt-prep-image-layers.slang -alias21 = "MBZ_PostCRTPass" +shader21 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear21 = true +scale_type21 = viewport +scale_x21 = 1.0 +scale_y21 = 1.0 +float_framebuffer21 = true +alias21 = "CRTPass" + +shader22 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader22 = ../../shaders/base/linearize-crt.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -// scale_x22 = 480 -// scale_y22 = 270 -// scale_x22 = 960 -// scale_y22 = 540 -scale_x22 = 800 -scale_y22 = 600 -alias22 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +shader23 = ../../shaders/base/linearize-crt.slang mipmap_input23 = true filter_linear23 = true +scale_type23 = absolute +// scale_x23 = 480 +// scale_y23 = 270 +// scale_x23 = 960 +// scale_y23 = 540 +scale_x23 = 800 +scale_y23 = 600 +float_framebuffer23 = true +alias23 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input24 = true +filter_linear24 = true +float_framebuffer24 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader24 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear24 = true -alias24 = "BR_MirrorBlurredPass" +shader25 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear25 = true +float_framebuffer25 = true +alias25 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader25 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input25 = true -filter_linear25 = true -scale_type25 = absolute -scale_x25 = 128 -scale_y25 = 128 -alias25 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader26 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input26 = true filter_linear26 = true scale_type26 = absolute -scale_x26 = 12 -scale_y26 = 12 -alias26 = "BR_MirrorFullscreenGlowPass" +scale_x26 = 128 +scale_y26 = 128 +float_framebuffer26 = true +alias26 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader27 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input27 = true +filter_linear27 = true +scale_type27 = absolute +scale_x27 = 12 +scale_y27 = 12 +float_framebuffer27 = true +alias27 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader27 = ../../shaders/base/reflection.slang -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_CRTAndReflectionPass" +shader28 = ../../shaders/base/reflection.slang +scale_type28 = viewport +alias28 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader28 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear28 = true -scale_type28 = viewport -float_framebuffer28 = true -alias28 = "BR_LayersUnderCRTPass" - -shader29 = ../../shaders/base/bezel-images-over-crt.slang +shader29 = ../../shaders/base/bezel-images-under-crt.slang filter_linear29 = true scale_type29 = viewport float_framebuffer29 = true -alias29 = "BR_LayersOverCRTPass" +alias29 = "BR_LayersUnderCRTPass" + +shader30 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader30 = ../../shaders/base/combine-passes.slang -scale_type30 = viewport -alias30 = "CombinePass" +shader31 = ../../shaders/base/combine-passes.slang +scale_type31 = viewport +alias31 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-480x272.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-480x272.slangp index 229aa04..91b313b 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-480x272.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-480x272.slangp @@ -1,4 +1,4 @@ -shaders = 31 +shaders = 32 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,179 +48,191 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear15 = true -scale_type_x15 = absolute -scale_x15 = 800.0 -scale_type_y15 = source -scale_y15 = 1.0 +scale_type15 = source +scale15 = 1.0 float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader16 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 -scale_type_y16 = absolute -scale_y16 = 600.0 +scale_type_y16 = source +scale_y16 = 1.0 float_framebuffer16 = true -alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader17 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear17 = true scale_type_x17 = absolute scale_x17 = 800.0 scale_type_y17 = absolute -scale_y17 = 600.0 +scale_y17 = 600.0 float_framebuffer17 = true +alias17 = GlowPass -shader18 = ../../shaders/guest/hsm-bloom_vertical.slang +shader18 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear18 = true -scale_type_x18 = source -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type_x18 = absolute +scale_x18 = 800.0 +scale_type_y18 = absolute +scale_y18 = 600.0 float_framebuffer18 = true -alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader19 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear19 = true -float_framebuffer19 = true -scale_type19 = viewport +scale_type_x19 = source scale_x19 = 1.0 +scale_type_y19 = source scale_y19 = 1.0 +float_framebuffer19 = true +alias19 = BloomPass -shader20 = ../../shaders/guest/hsm-deconvergence.slang +shader20 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear20 = true scale_type20 = viewport scale_x20 = 1.0 scale_y20 = 1.0 +float_framebuffer20 = true -shader21 = ../../shaders/base/post-crt-prep-image-layers.slang -alias21 = "MBZ_PostCRTPass" +shader21 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear21 = true +scale_type21 = viewport +scale_x21 = 1.0 +scale_y21 = 1.0 +float_framebuffer21 = true +alias21 = "CRTPass" + +shader22 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader22 = ../../shaders/base/linearize-crt.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -// scale_x22 = 480 -// scale_y22 = 270 -// scale_x22 = 960 -// scale_y22 = 540 -scale_x22 = 800 -scale_y22 = 600 -alias22 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +shader23 = ../../shaders/base/linearize-crt.slang mipmap_input23 = true filter_linear23 = true +scale_type23 = absolute +// scale_x23 = 480 +// scale_y23 = 270 +// scale_x23 = 960 +// scale_y23 = 540 +scale_x23 = 800 +scale_y23 = 600 +float_framebuffer23 = true +alias23 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input24 = true +filter_linear24 = true +float_framebuffer24 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader24 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear24 = true -alias24 = "BR_MirrorBlurredPass" +shader25 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear25 = true +float_framebuffer25 = true +alias25 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader25 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input25 = true -filter_linear25 = true -scale_type25 = absolute -scale_x25 = 128 -scale_y25 = 128 -alias25 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader26 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input26 = true filter_linear26 = true scale_type26 = absolute -scale_x26 = 12 -scale_y26 = 12 -alias26 = "BR_MirrorFullscreenGlowPass" +scale_x26 = 128 +scale_y26 = 128 +float_framebuffer26 = true +alias26 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader27 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input27 = true +filter_linear27 = true +scale_type27 = absolute +scale_x27 = 12 +scale_y27 = 12 +float_framebuffer27 = true +alias27 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader27 = ../../shaders/base/reflection.slang -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_CRTAndReflectionPass" +shader28 = ../../shaders/base/reflection.slang +scale_type28 = viewport +alias28 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader28 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear28 = true -scale_type28 = viewport -float_framebuffer28 = true -alias28 = "BR_LayersUnderCRTPass" - -shader29 = ../../shaders/base/bezel-images-over-crt.slang +shader29 = ../../shaders/base/bezel-images-under-crt.slang filter_linear29 = true scale_type29 = viewport float_framebuffer29 = true -alias29 = "BR_LayersOverCRTPass" +alias29 = "BR_LayersUnderCRTPass" + +shader30 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader30 = ../../shaders/base/combine-passes.slang -scale_type30 = viewport -alias30 = "CombinePass" +shader31 = ../../shaders/base/combine-passes.slang +scale_type31 = viewport +alias31 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-960x544.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-960x544.slangp index 71d1544..1b16012 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-960x544.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__GDV__DREZ-PSP-960x544.slangp @@ -1,4 +1,4 @@ -shaders = 31 +shaders = 32 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,179 +48,191 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang filter_linear15 = true -scale_type_x15 = absolute -scale_x15 = 800.0 -scale_type_y15 = source -scale_y15 = 1.0 +scale_type15 = source +scale15 = 1.0 float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang +shader16 = ../../shaders/guest/hsm-gaussian_horizontal.slang filter_linear16 = true scale_type_x16 = absolute scale_x16 = 800.0 -scale_type_y16 = absolute -scale_y16 = 600.0 +scale_type_y16 = source +scale_y16 = 1.0 float_framebuffer16 = true -alias16 = GlowPass -shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang +shader17 = ../../shaders/guest/hsm-gaussian_vertical.slang filter_linear17 = true scale_type_x17 = absolute scale_x17 = 800.0 scale_type_y17 = absolute -scale_y17 = 600.0 +scale_y17 = 600.0 float_framebuffer17 = true +alias17 = GlowPass -shader18 = ../../shaders/guest/hsm-bloom_vertical.slang +shader18 = ../../shaders/guest/hsm-bloom_horizontal.slang filter_linear18 = true -scale_type_x18 = source -scale_x18 = 1.0 -scale_type_y18 = source -scale_y18 = 1.0 +scale_type_x18 = absolute +scale_x18 = 800.0 +scale_type_y18 = absolute +scale_y18 = 600.0 float_framebuffer18 = true -alias18 = BloomPass -shader19 = ../../shaders/guest/hsm-crt-guest-advanced.slang +shader19 = ../../shaders/guest/hsm-bloom_vertical.slang filter_linear19 = true -float_framebuffer19 = true -scale_type19 = viewport +scale_type_x19 = source scale_x19 = 1.0 +scale_type_y19 = source scale_y19 = 1.0 +float_framebuffer19 = true +alias19 = BloomPass -shader20 = ../../shaders/guest/hsm-deconvergence.slang +shader20 = ../../shaders/guest/hsm-crt-guest-advanced.slang filter_linear20 = true scale_type20 = viewport scale_x20 = 1.0 scale_y20 = 1.0 +float_framebuffer20 = true -shader21 = ../../shaders/base/post-crt-prep-image-layers.slang -alias21 = "MBZ_PostCRTPass" +shader21 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear21 = true +scale_type21 = viewport +scale_x21 = 1.0 +scale_y21 = 1.0 +float_framebuffer21 = true +alias21 = "CRTPass" + +shader22 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type22 = viewport +float_framebuffer22 = true +alias22 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader22 = ../../shaders/base/linearize-crt.slang -mipmap_input22 = true -filter_linear22 = true -scale_type22 = absolute -// scale_x22 = 480 -// scale_y22 = 270 -// scale_x22 = 960 -// scale_y22 = 540 -scale_x22 = 800 -scale_y22 = 600 -alias22 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader23 = ../../shaders/base/blur-outside-screen-horiz.slang +shader23 = ../../shaders/base/linearize-crt.slang mipmap_input23 = true filter_linear23 = true +scale_type23 = absolute +// scale_x23 = 480 +// scale_y23 = 270 +// scale_x23 = 960 +// scale_y23 = 540 +scale_x23 = 800 +scale_y23 = 600 +float_framebuffer23 = true +alias23 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader24 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input24 = true +filter_linear24 = true +float_framebuffer24 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader24 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear24 = true -alias24 = "BR_MirrorBlurredPass" +shader25 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear25 = true +float_framebuffer25 = true +alias25 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader25 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input25 = true -filter_linear25 = true -scale_type25 = absolute -scale_x25 = 128 -scale_y25 = 128 -alias25 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader26 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input26 = true filter_linear26 = true scale_type26 = absolute -scale_x26 = 12 -scale_y26 = 12 -alias26 = "BR_MirrorFullscreenGlowPass" +scale_x26 = 128 +scale_y26 = 128 +float_framebuffer26 = true +alias26 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader27 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input27 = true +filter_linear27 = true +scale_type27 = absolute +scale_x27 = 12 +scale_y27 = 12 +float_framebuffer27 = true +alias27 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader27 = ../../shaders/base/reflection.slang -scale_type27 = viewport -float_framebuffer27 = true -alias27 = "BR_CRTAndReflectionPass" +shader28 = ../../shaders/base/reflection.slang +scale_type28 = viewport +alias28 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader28 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear28 = true -scale_type28 = viewport -float_framebuffer28 = true -alias28 = "BR_LayersUnderCRTPass" - -shader29 = ../../shaders/base/bezel-images-over-crt.slang +shader29 = ../../shaders/base/bezel-images-under-crt.slang filter_linear29 = true scale_type29 = viewport float_framebuffer29 = true -alias29 = "BR_LayersOverCRTPass" +alias29 = "BR_LayersUnderCRTPass" + +shader30 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear30 = true +scale_type30 = viewport +float_framebuffer30 = true +alias30 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader30 = ../../shaders/base/combine-passes.slang -scale_type30 = viewport -alias30 = "CombinePass" +shader31 = ../../shaders/base/combine-passes.slang +scale_type31 = viewport +alias31 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-3DS-400x480.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-3DS-400x480.slangp index 9c1a470..b007727 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-3DS-400x480.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-3DS-400x480.slangp @@ -1,4 +1,4 @@ -shaders = 27 +shaders = 28 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,139 +48,152 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear15 = true +scale_type15 = source +scale15 = 1.0 +float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear16 = "false" -scale_type16 = "viewport" -scale16 = "1.0" +shader16 = ../../shaders/base/delinearize.slang +float_framebuffer16 = "true" -shader17 = ../../shaders/base/post-crt-prep-image-layers.slang -alias17 = "MBZ_PostCRTPass" +shader17 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear17 = "false" +scale_type17 = "viewport" +scale17 = "1.0" +float_framebuffer17 = "true" +alias17 = "CRTPass" + +shader18 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader18 = ../../shaders/base/linearize-crt.slang -mipmap_input18 = true -filter_linear18 = true -scale_type18 = absolute -// scale_x18 = 480 -// scale_y18 = 270 -// scale_x18 = 960 -// scale_y18 = 540 -scale_x18 = 800 -scale_y18 = 600 -alias18 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +shader19 = ../../shaders/base/linearize-crt.slang mipmap_input19 = true filter_linear19 = true +scale_type19 = absolute +// scale_x19 = 480 +// scale_y19 = 270 +// scale_x19 = 960 +// scale_y19 = 540 +scale_x19 = 800 +scale_y19 = 600 +float_framebuffer19 = true +alias19 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader20 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input20 = true +filter_linear20 = true +float_framebuffer20 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader20 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear20 = true -alias20 = "BR_MirrorBlurredPass" +shader21 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear21 = true +float_framebuffer21 = true +alias21 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader21 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -scale_x21 = 128 -scale_y21 = 128 -alias21 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader22 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input22 = true filter_linear22 = true scale_type22 = absolute -scale_x22 = 12 -scale_y22 = 12 -alias22 = "BR_MirrorFullscreenGlowPass" +scale_x22 = 128 +scale_y22 = 128 +float_framebuffer22 = true +alias22 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader23 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input23 = true +filter_linear23 = true +scale_type23 = absolute +scale_x23 = 12 +scale_y23 = 12 +float_framebuffer23 = true +alias23 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader23 = ../../shaders/base/reflection.slang -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_CRTAndReflectionPass" +shader24 = ../../shaders/base/reflection.slang +scale_type24 = viewport +alias24 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader24 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear24 = true -scale_type24 = viewport -float_framebuffer24 = true -alias24 = "BR_LayersUnderCRTPass" - -shader25 = ../../shaders/base/bezel-images-over-crt.slang +shader25 = ../../shaders/base/bezel-images-under-crt.slang filter_linear25 = true scale_type25 = viewport float_framebuffer25 = true -alias25 = "BR_LayersOverCRTPass" +alias25 = "BR_LayersUnderCRTPass" + +shader26 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear26 = true +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader26 = ../../shaders/base/combine-passes.slang -scale_type26 = viewport -alias26 = "CombinePass" +shader27 = ../../shaders/base/combine-passes.slang +scale_type27 = viewport +alias27 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-NDS-256x384.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-NDS-256x384.slangp index ae28f2d..c38806f 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-NDS-256x384.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-NDS-256x384.slangp @@ -1,4 +1,4 @@ -shaders = 27 +shaders = 28 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,139 +48,152 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear15 = true +scale_type15 = source +scale15 = 1.0 +float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear16 = "false" -scale_type16 = "viewport" -scale16 = "1.0" +shader16 = ../../shaders/base/delinearize.slang +float_framebuffer16 = "true" -shader17 = ../../shaders/base/post-crt-prep-image-layers.slang -alias17 = "MBZ_PostCRTPass" +shader17 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear17 = "false" +scale_type17 = "viewport" +scale17 = "1.0" +float_framebuffer17 = "true" +alias17 = "CRTPass" + +shader18 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader18 = ../../shaders/base/linearize-crt.slang -mipmap_input18 = true -filter_linear18 = true -scale_type18 = absolute -// scale_x18 = 480 -// scale_y18 = 270 -// scale_x18 = 960 -// scale_y18 = 540 -scale_x18 = 800 -scale_y18 = 600 -alias18 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +shader19 = ../../shaders/base/linearize-crt.slang mipmap_input19 = true filter_linear19 = true +scale_type19 = absolute +// scale_x19 = 480 +// scale_y19 = 270 +// scale_x19 = 960 +// scale_y19 = 540 +scale_x19 = 800 +scale_y19 = 600 +float_framebuffer19 = true +alias19 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader20 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input20 = true +filter_linear20 = true +float_framebuffer20 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader20 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear20 = true -alias20 = "BR_MirrorBlurredPass" +shader21 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear21 = true +float_framebuffer21 = true +alias21 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader21 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -scale_x21 = 128 -scale_y21 = 128 -alias21 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader22 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input22 = true filter_linear22 = true scale_type22 = absolute -scale_x22 = 12 -scale_y22 = 12 -alias22 = "BR_MirrorFullscreenGlowPass" +scale_x22 = 128 +scale_y22 = 128 +float_framebuffer22 = true +alias22 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader23 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input23 = true +filter_linear23 = true +scale_type23 = absolute +scale_x23 = 12 +scale_y23 = 12 +float_framebuffer23 = true +alias23 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader23 = ../../shaders/base/reflection.slang -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_CRTAndReflectionPass" +shader24 = ../../shaders/base/reflection.slang +scale_type24 = viewport +alias24 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader24 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear24 = true -scale_type24 = viewport -float_framebuffer24 = true -alias24 = "BR_LayersUnderCRTPass" - -shader25 = ../../shaders/base/bezel-images-over-crt.slang +shader25 = ../../shaders/base/bezel-images-under-crt.slang filter_linear25 = true scale_type25 = viewport float_framebuffer25 = true -alias25 = "BR_LayersOverCRTPass" +alias25 = "BR_LayersUnderCRTPass" + +shader26 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear26 = true +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader26 = ../../shaders/base/combine-passes.slang -scale_type26 = viewport -alias26 = "CombinePass" +shader27 = ../../shaders/base/combine-passes.slang +scale_type27 = viewport +alias27 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-PSP-480x272.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-PSP-480x272.slangp index 0f29925..82faaba 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-PSP-480x272.slangp +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__3__STD__LCD-GRID__DREZ-PSP-480x272.slangp @@ -1,4 +1,4 @@ -shaders = 27 +shaders = 28 shader0 = ../../shaders/base/add-params-all.slang alias0 = "CorePass" @@ -48,139 +48,152 @@ scale_type6 = source scale6 = 1.0 alias6 = "IntroPass" -shader7 = ../../shaders/base/stock.slang -alias7 = "PreCRTPass" +shader7 = ../../shaders/base/stock.slang +alias7 = "DeditherPass" -shader8 = ../../shaders/guest/hsm-afterglow0.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -alias8 = "AfterglowPass" +shader8 = ../../shaders/base/stock.slang +alias8 = "PreCRTPass" -shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +shader9 = ../../shaders/guest/hsm-afterglow0.slang filter_linear9 = true scale_type9 = source -mipmap_input9 = true scale9 = 1.0 +alias9 = "AfterglowPass" + +shader10 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear10 = true +scale_type10 = source +mipmap_input10 = true +scale10 = 1.0 // Color Correction with Dogway's awesome Grade shader // Grade is after Afterglow so that brightening the black level does not break the afterglow -shader10 = ../../shaders/dogway/hsm-grade.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 - -shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang -filter_linear11 = true +shader11 = ../../shaders/dogway/hsm-grade.slang +filter_linear11 = false scale_type11 = source -scale_x11 = 1.0 -scale_y11 = 1.0 +scale11 = 1.0 +alias11 = "ColorCorrectPass" -shader12 = ../../shaders/base/stock.slang +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang filter_linear12 = true scale_type12 = source scale_x12 = 1.0 scale_y12 = 1.0 -alias12 = "PrePass" -mipmap_input12 = true -shader13 = ../../shaders/guest/hsm-avg-lum.slang +shader13 = ../../shaders/base/stock.slang filter_linear13 = true scale_type13 = source -scale13 = 1.0 +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" mipmap_input13 = true -alias13 = "AvgLumPass" -// Pass referenced by subsequent blurring passes and crt pass -shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +shader14 = ../../shaders/guest/hsm-avg-lum.slang filter_linear14 = true scale_type14 = source scale14 = 1.0 -float_framebuffer14 = true -alias14 = "LinearizePass" +mipmap_input14 = true +alias14 = "AvgLumPass" -shader15 = ../../shaders/base/delinearize.slang +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear15 = true +scale_type15 = source +scale15 = 1.0 +float_framebuffer15 = true +alias15 = "LinearizePass" -shader16 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang -filter_linear16 = "false" -scale_type16 = "viewport" -scale16 = "1.0" +shader16 = ../../shaders/base/delinearize.slang +float_framebuffer16 = "true" -shader17 = ../../shaders/base/post-crt-prep-image-layers.slang -alias17 = "MBZ_PostCRTPass" +shader17 = ../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang +filter_linear17 = "false" +scale_type17 = "viewport" +scale17 = "1.0" +float_framebuffer17 = "true" +alias17 = "CRTPass" + +shader18 = ../../shaders/base/post-crt-prep-image-layers.slang +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "PostCRTPass" // Reduce Resolution ---------------------------------------------------------------- // Reduce the resolution to a small static size regardless of final resolution // Allows consistent look and faster at different final resolutions for blur // Mipmap option allows downscaling without artifacts -shader18 = ../../shaders/base/linearize-crt.slang -mipmap_input18 = true -filter_linear18 = true -scale_type18 = absolute -// scale_x18 = 480 -// scale_y18 = 270 -// scale_x18 = 960 -// scale_y18 = 540 -scale_x18 = 800 -scale_y18 = 600 -alias18 = "BR_MirrorLowResPass" - -// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- -shader19 = ../../shaders/base/blur-outside-screen-horiz.slang +shader19 = ../../shaders/base/linearize-crt.slang mipmap_input19 = true filter_linear19 = true +scale_type19 = absolute +// scale_x19 = 480 +// scale_y19 = 270 +// scale_x19 = 960 +// scale_y19 = 540 +scale_x19 = 800 +scale_y19 = 600 +float_framebuffer19 = true +alias19 = "BR_MirrorLowResPass" + +// Add Blur for the Reflection (Horizontal) ---------------------------------------------------------------- +shader20 = ../../shaders/base/blur-outside-screen-horiz.slang +mipmap_input20 = true +filter_linear20 = true +float_framebuffer20 = true // Add Blur for the Reflection (Vertical) ---------------------------------------------------------------- -shader20 = ../../shaders/base/blur-outside-screen-vert.slang -filter_linear20 = true -alias20 = "BR_MirrorBlurredPass" +shader21 = ../../shaders/base/blur-outside-screen-vert.slang +filter_linear21 = true +float_framebuffer21 = true +alias21 = "BR_MirrorBlurredPass" // Reduce resolution ---------------------------------------------------------------- // Reduced to a very small amount so we can create a blur which will create a glow from the screen // Mipmap option allows smoother downscaling -shader21 = ../../../../blurs/shaders/royale/blur9x9.slang -mipmap_input21 = true -filter_linear21 = true -scale_type21 = absolute -scale_x21 = 128 -scale_y21 = 128 -alias21 = "BR_MirrorReflectionDiffusedPass" - -// Add Diffused glow all around the screen ---------------------------------------------------------------- -// Blurred so much that it's non directional -// Mipmap option allows downscaling without artifacts shader22 = ../../../../blurs/shaders/royale/blur9x9.slang mipmap_input22 = true filter_linear22 = true scale_type22 = absolute -scale_x22 = 12 -scale_y22 = 12 -alias22 = "BR_MirrorFullscreenGlowPass" +scale_x22 = 128 +scale_y22 = 128 +float_framebuffer22 = true +alias22 = "BR_MirrorReflectionDiffusedPass" + +// Add Diffused glow all around the screen ---------------------------------------------------------------- +// Blurred so much that it's non directional +// Mipmap option allows downscaling without artifacts +shader23 = ../../../../blurs/shaders/royale/blur9x9.slang +mipmap_input23 = true +filter_linear23 = true +scale_type23 = absolute +scale_x23 = 12 +scale_y23 = 12 +float_framebuffer23 = true +alias23 = "BR_MirrorFullscreenGlowPass" // Bezel Reflection ---------------------------------------------------------------- -shader23 = ../../shaders/base/reflection.slang -scale_type23 = viewport -float_framebuffer23 = true -alias23 = "BR_CRTAndReflectionPass" +shader24 = ../../shaders/base/reflection.slang +scale_type24 = viewport +alias24 = "ReflectionPass" // Bezel Generation & Composite of Image Layers ---------------------------------------------------------------- -shader24 = ../../shaders/base/bezel-images-under-crt.slang -filter_linear24 = true -scale_type24 = viewport -float_framebuffer24 = true -alias24 = "BR_LayersUnderCRTPass" - -shader25 = ../../shaders/base/bezel-images-over-crt.slang +shader25 = ../../shaders/base/bezel-images-under-crt.slang filter_linear25 = true scale_type25 = viewport float_framebuffer25 = true -alias25 = "BR_LayersOverCRTPass" +alias25 = "BR_LayersUnderCRTPass" + +shader26 = ../../shaders/base/bezel-images-over-crt.slang +filter_linear26 = true +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "BR_LayersOverCRTPass" // Combine Passes ---------------------------------------------------------------- -shader26 = ../../shaders/base/combine-passes.slang -scale_type26 = viewport -alias26 = "CombinePass" +shader27 = ../../shaders/base/combine-passes.slang +scale_type27 = viewport +alias27 = "CombinePass" // Define textures to be used by the different passes textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV-MINI-NTSC__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV-MINI-NTSC__DREZ-480p.slangp new file mode 100644 index 0000000..0fbe658 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV-MINI-NTSC__DREZ-480p.slangp @@ -0,0 +1,158 @@ +shaders = 19 + +shader0 = ../../shaders/base/add-params-potato.slang +alias0 = "CorePass" + +shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute +scale_x1 = 640 +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" + +shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang +filter_linear2 = false +scale_type2 = absolute +scale_x2 = 640 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" + +shader3 = ../../shaders/base/add-negative-crop-area.slang +filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true +scale_type3 = source +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" + +shader4 = ../../shaders/base/cache-info-screen-scale-params.slang +filter_linear4 = false +scale_type4 = source +scale4 = 1.0 +alias4 = "InfoCachePass" + +shader5 = ../../shaders/base/text-potato.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "TextPass" + +shader6 = ../../shaders/base/intro-potato.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +// Color Correction with Dogway's awesome Grade shader +// Grade is after Afterglow so that brightening the black level does not break the afterglow +shader7 = ../../shaders/dogway/hsm-grade.slang +filter_linear7 = false +scale_type7 = source +scale7 = 1.0 +alias7 = "ColorCorrectPass" + +shader8 = ../../shaders/base/stock.slang +alias8 = "PrePass0" + +shader9 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear9 = false +float_framebuffer9 = true +scale_type_x9 = source +scale_type_y9 = source +scale_x9 = 4.0 +scale_y9 = 1.0 +frame_count_mod9 = 2 +alias9 = NPass1 + +shader10 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer10 = true +filter_linear10 = true +scale_type10 = source +scale_x10 = 0.5 +scale_y10 = 1.0 + +shader11 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +filter_linear11 = true +scale_type11 = source +scale_x11 = 1.0 +scale_y11 = 1.0 + +shader12 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear12 = true +scale_type12 = source +scale_x12 = 1.0 +scale_y12 = 1.0 + +shader13 = ../../shaders/base/stock.slang +filter_linear13 = true +scale_type13 = source +scale_x13 = 1.0 +scale_y13 = 1.0 +alias13 = "PrePass" +mipmap_input13 = true + +shader14 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +mipmap_input14 = true +alias14 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader15 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear15 = true +scale_type15 = source +scale15 = 1.0 +float_framebuffer15 = true +alias15 = "LinearizePass" + +shader16 = ../../shaders/base/delinearize.slang +scale_type16 = source +float_framebuffer16 = "true" + +shader17 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini-potato.slang +scale_type17 = viewport +scale_x17 = 1.0 +scale_y17 = 1.0 +filter_linear17 = true +float_framebuffer17 = "true" +alias17 = "CRTPass" + +g_sat = 0.15 +g_gamma_out = 2.45 + +shader18 = ../../shaders/base/post-crt-prep-potato.slang +scale_type18 = viewport +float_framebuffer18 = true +alias18 = "PostCRTPass" +// Define textures to be used by the different passes +textures = "ScreenPlacementImage;BackgroundImage;BackgroundVertImage" + +ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +ScreenPlacementImage_linear = false + +BackgroundImage = ../../shaders/textures/Baked_Frame_Carbonfiber_Background.png +BackgroundImage_linear = true +BackgroundImage_mipmap = 1 + +BackgroundVertImage = ../../shaders/textures/Baked_Frame_Carbonfiber_Background_Vert.png +BackgroundVertImage_linear = true +BackgroundVertImage_mipmap = 1 + +// Parameters +HSM_ASPECT_RATIO_MODE = 1 + +// Use for matching vanilla GDV-Advanced +// HSM_ASPECT_RATIO_MODE = 6 +// HSM_CURVATURE_MODE = 0 + +// NTSC Parameters +GAMMA_INPUT = 2.0 +gamma_out = 1.95 +// hcrt_gamma_in = "2.250000" +// hcrt_gamma_out = "2.250000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV-MINI__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV-MINI__DREZ-480p.slangp new file mode 100644 index 0000000..e068c3e --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV-MINI__DREZ-480p.slangp @@ -0,0 +1,122 @@ +shaders = 14 + +shader0 = ../../shaders/base/add-params-potato.slang +alias0 = "CorePass" + +shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute +scale_x1 = 640 +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" + +shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang +filter_linear2 = false +scale_type2 = absolute +scale_x2 = 640 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" + +shader3 = ../../shaders/base/add-negative-crop-area.slang +filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true +scale_type3 = source +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" + +shader4 = ../../shaders/base/cache-info-screen-scale-params.slang +filter_linear4 = false +scale_type4 = source +scale4 = 1.0 +alias4 = "InfoCachePass" + +shader5 = ../../shaders/base/text-potato.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "TextPass" + +shader6 = ../../shaders/base/intro-potato.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +// Color Correction with Dogway's awesome Grade shader +// Grade is after Afterglow so that brightening the black level does not break the afterglow +shader7 = ../../shaders/dogway/hsm-grade.slang +filter_linear7 = false +scale_type7 = source +scale7 = 1.0 +alias7 = "ColorCorrectPass" + +shader8 = ../../shaders/base/stock.slang +filter_linear8 = true +scale_type8 = source +scale_x8 = 1.0 +scale_y8 = 1.0 +alias8 = "PrePass" +mipmap_input8 = true + +shader9 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear9 = true +scale_type9 = source +scale9 = 1.0 +mipmap_input9 = true +alias9 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader10 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear10 = true +scale_type10 = source +scale10 = 1.0 +float_framebuffer10 = true +alias10 = "LinearizePass" + +shader11 = ../../shaders/base/delinearize.slang +scale_type11 = source +float_framebuffer11 = "true" + +shader12 = ../../shaders/guest/hsm-crt-dariusg-gdv-mini-potato.slang +scale_type12 = viewport +scale_x12 = 1.0 +scale_y12 = 1.0 +filter_linear12 = true +float_framebuffer12 = "true" +alias12 = "CRTPass" + +g_sat = 0.15 +g_gamma_out = 2.45 + +shader13 = ../../shaders/base/post-crt-prep-potato.slang +scale_type13 = viewport +float_framebuffer13 = true +alias13 = "PostCRTPass" +// Define textures to be used by the different passes +textures = "ScreenPlacementImage;BackgroundImage;BackgroundVertImage" + +ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +ScreenPlacementImage_linear = false + +BackgroundImage = ../../shaders/textures/Baked_Frame_Carbonfiber_Background.png +BackgroundImage_linear = true +BackgroundImage_mipmap = 1 + +BackgroundVertImage = ../../shaders/textures/Baked_Frame_Carbonfiber_Background_Vert.png +BackgroundVertImage_linear = true +BackgroundVertImage_mipmap = 1 + +// Parameters +HSM_ASPECT_RATIO_MODE = 1 + +// Use for matching vanilla GDV-Advanced +// HSM_ASPECT_RATIO_MODE = 6 +// HSM_CURVATURE_MODE = 0 +// hcrt_gamma_in = "2.250000" +// hcrt_gamma_out = "2.250000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV-NTSC__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV-NTSC__DREZ-480p.slangp new file mode 100644 index 0000000..423f1da --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV-NTSC__DREZ-480p.slangp @@ -0,0 +1,225 @@ +shaders = 27 + +shader0 = ../../shaders/base/add-params-potato.slang +alias0 = "CorePass" + +shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute +scale_x1 = 640 +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" + +shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang +filter_linear2 = false +scale_type2 = absolute +scale_x2 = 640 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" + +shader3 = ../../shaders/base/add-negative-crop-area.slang +filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true +scale_type3 = source +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" + +shader4 = ../../shaders/base/cache-info-screen-scale-params.slang +filter_linear4 = false +scale_type4 = source +scale4 = 1.0 +alias4 = "InfoCachePass" + +shader5 = ../../shaders/base/text-potato.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "TextPass" + +shader6 = ../../shaders/base/intro-potato.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" + +shader8 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear8 = true +scale_type8 = source +scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 + +// Color Correction with Dogway's awesome Grade shader +// Grade is after Afterglow so that brightening the black level does not break the afterglow +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" + +shader11 = ../../shaders/base/stock.slang +alias11 = "PrePass0" + +shader12 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang +filter_linear12 = false +float_framebuffer12 = true +scale_type_x12 = source +scale_type_y12 = source +scale_x12 = 4.0 +scale_y12 = 1.0 +frame_count_mod12 = 2 +alias12 = NPass1 + +shader13 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang +float_framebuffer13 = true +filter_linear13 = true +scale_type13 = source +scale_x13 = 0.5 +scale_y13 = 1.0 + +shader14 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang +filter_linear14 = true +scale_type14 = source +scale_x14 = 1.0 +scale_y14 = 1.0 + +shader15 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear15 = true +scale_type15 = source +scale_x15 = 1.0 +scale_y15 = 1.0 + +shader16 = ../../shaders/base/stock.slang +filter_linear16 = true +scale_type16 = source +scale_x16 = 1.0 +scale_y16 = 1.0 +alias16 = "PrePass" +mipmap_input16 = true + +shader17 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear17 = true +scale_type17 = source +scale17 = 1.0 +mipmap_input17 = true +alias17 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader18 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear18 = true +scale_type18 = source +scale18 = 1.0 +float_framebuffer18 = true +alias18 = "LinearizePass" + +shader19 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang +filter_linear19 = true +scale_type_x19 = viewport +scale_x19 = 1.0 +scale_type_y19 = source +scale_y19 = 1.0 +float_framebuffer19 = true +alias19 = Pass1 + +shader20 = ../../shaders/guest/hsm-gaussian_horizontal.slang +filter_linear20 = true +scale_type_x20 = absolute +scale_x20 = 640.0 +scale_type_y20 = source +scale_y20 = 1.0 +float_framebuffer20 = true + +shader21 = ../../shaders/guest/hsm-gaussian_vertical.slang +filter_linear21 = true +scale_type_x21 = absolute +scale_x21 = 640.0 +scale_type_y21 = absolute +scale_y21 = 480.0 +float_framebuffer21 = true +alias21 = GlowPass + +shader22 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear22 = true +scale_type_x22 = absolute +scale_x22 = 640.0 +scale_type_y22 = absolute +scale_y22 = 480.0 +float_framebuffer22 = true + +shader23 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear23 = true +scale_type_x23 = absolute +scale_x23 = 640.0 +scale_type_y23 = absolute +scale_y23 = 480.0 +float_framebuffer23 = true +alias23 = BloomPass + +shader24 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2-potato.slang +filter_linear24 = true +scale_type24 = viewport +scale_x24 = 1.0 +scale_y24 = 1.0 +float_framebuffer24 = true + +shader25 = ../../shaders/guest/hsm-deconvergence.slang +filter_linear25 = true +scale_type25 = viewport +scale_x25 = 1.0 +scale_y25 = 1.0 +float_framebuffer25 = true +alias25 = "CRTPass" + +shader26 = ../../shaders/base/post-crt-prep-potato.slang +scale_type26 = viewport +float_framebuffer26 = true +alias26 = "PostCRTPass" +// Define textures to be used by the different passes +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage" + +SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png +SamplerLUT1_linear = true +SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png +SamplerLUT2_linear = true +SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png +SamplerLUT3_linear = true +SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png +SamplerLUT4_linear = true + +ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +ScreenPlacementImage_linear = false + +BackgroundImage = ../../shaders/textures/Baked_Frame_Carbonfiber_Background.png +BackgroundImage_linear = true +BackgroundImage_mipmap = 1 + +BackgroundVertImage = ../../shaders/textures/Baked_Frame_Carbonfiber_Background_Vert.png +BackgroundVertImage_linear = true +BackgroundVertImage_mipmap = 1 + +// Parameters +HSM_ASPECT_RATIO_MODE = 1 + +// Use for matching vanilla GDV-Advanced +// HSM_ASPECT_RATIO_MODE = 6 +// HSM_CURVATURE_MODE = 0 + +// NTSC Parameters +GAMMA_INPUT = 2.0 +gamma_out = 1.95 +// hcrt_gamma_in = "2.250000" +// hcrt_gamma_out = "2.250000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV__DREZ-480p.slangp new file mode 100644 index 0000000..47dc58a --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/MBZ__5__POTATO__GDV__DREZ-480p.slangp @@ -0,0 +1,186 @@ +shaders = 22 + +shader0 = ../../shaders/base/add-params-potato.slang +alias0 = "CorePass" + +shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang +filter_linear1 = false +scale_type_x1 = absolute +scale_x1 = 640 +scale_type_y1 = viewport +scaley0 = 1.0 +wrap_mode1 = "clamp_to_edge" + +shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang +filter_linear2 = false +scale_type2 = absolute +scale_x2 = 640 +scale_y2 = 480 +wrap_mode2 = "clamp_to_edge" +alias2 = "DerezedPass" + +shader3 = ../../shaders/base/add-negative-crop-area.slang +filter_linear3 = false +mipmap_input3 = false +srgb_framebuffer3 = true +scale_type3 = source +scale_x3 = 1 +scale_y3 = 1 +alias3 = "NegativeCropAddedPass" + +shader4 = ../../shaders/base/cache-info-screen-scale-params.slang +filter_linear4 = false +scale_type4 = source +scale4 = 1.0 +alias4 = "InfoCachePass" + +shader5 = ../../shaders/base/text-potato.slang +filter_linear5 = false +float_framebuffer5 = true +scale_type5 = source +scale5 = 1.0 +alias5 = "TextPass" + +shader6 = ../../shaders/base/intro-potato.slang +filter_linear6 = false +float_framebuffer6 = true +scale_type6 = source +scale6 = 1.0 +alias6 = "IntroPass" + +shader7 = ../../shaders/base/stock.slang +alias7 = "PreCRTPass" + +shader8 = ../../shaders/guest/hsm-afterglow0.slang +filter_linear8 = true +scale_type8 = source +scale8 = 1.0 +alias8 = "AfterglowPass" + +shader9 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang +filter_linear9 = true +scale_type9 = source +mipmap_input9 = true +scale9 = 1.0 + +// Color Correction with Dogway's awesome Grade shader +// Grade is after Afterglow so that brightening the black level does not break the afterglow +shader10 = ../../shaders/dogway/hsm-grade.slang +filter_linear10 = false +scale_type10 = source +scale10 = 1.0 +alias10 = "ColorCorrectPass" + +shader11 = ../../shaders/guest/hsm-custom-fast-sharpen.slang +filter_linear11 = true +scale_type11 = source +scale_x11 = 1.0 +scale_y11 = 1.0 + +shader12 = ../../shaders/base/stock.slang +filter_linear12 = true +scale_type12 = source +scale_x12 = 1.0 +scale_y12 = 1.0 +alias12 = "PrePass" +mipmap_input12 = true + +shader13 = ../../shaders/guest/hsm-avg-lum.slang +filter_linear13 = true +scale_type13 = source +scale13 = 1.0 +mipmap_input13 = true +alias13 = "AvgLumPass" + +// Pass referenced by subsequent blurring passes and crt pass +shader14 = ../../shaders/guest/hsm-interlace-and-linearize.slang +filter_linear14 = true +scale_type14 = source +scale14 = 1.0 +float_framebuffer14 = true +alias14 = "LinearizePass" + +shader15 = ../../shaders/guest/hsm-gaussian_horizontal.slang +filter_linear15 = true +scale_type_x15 = absolute +scale_x15 = 800.0 +scale_type_y15 = source +scale_y15 = 1.0 +float_framebuffer15 = true + +shader16 = ../../shaders/guest/hsm-gaussian_vertical.slang +filter_linear16 = true +scale_type_x16 = absolute +scale_x16 = 800.0 +scale_type_y16 = absolute +scale_y16 = 600.0 +float_framebuffer16 = true +alias16 = GlowPass + +shader17 = ../../shaders/guest/hsm-bloom_horizontal.slang +filter_linear17 = true +scale_type_x17 = absolute +scale_x17 = 800.0 +scale_type_y17 = absolute +scale_y17 = 600.0 +float_framebuffer17 = true + +shader18 = ../../shaders/guest/hsm-bloom_vertical.slang +filter_linear18 = true +scale_type_x18 = source +scale_x18 = 1.0 +scale_type_y18 = source +scale_y18 = 1.0 +float_framebuffer18 = true +alias18 = BloomPass + +shader19 = ../../shaders/guest/hsm-crt-guest-advanced-potato.slang +filter_linear19 = true +scale_type19 = viewport +scale_x19 = 1.0 +scale_y19 = 1.0 +float_framebuffer19 = true + +shader20 = ../../shaders/guest/hsm-deconvergence-potato.slang +filter_linear20 = true +scale_type20 = viewport +scale_x20 = 1.0 +scale_y20 = 1.0 +float_framebuffer20 = true +alias20 = "CRTPass" + +shader21 = ../../shaders/base/post-crt-prep-potato.slang +scale_type21 = viewport +float_framebuffer21 = true +alias21 = "PostCRTPass" +// Define textures to be used by the different passes +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;ScreenPlacementImage;BackgroundImage;BackgroundVertImage" + +SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png +SamplerLUT1_linear = true +SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png +SamplerLUT2_linear = true +SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png +SamplerLUT3_linear = true +SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png +SamplerLUT4_linear = true + +ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png +ScreenPlacementImage_linear = false + +BackgroundImage = ../../shaders/textures/Baked_Frame_Carbonfiber_Background.png +BackgroundImage_linear = true +BackgroundImage_mipmap = 1 + +BackgroundVertImage = ../../shaders/textures/Baked_Frame_Carbonfiber_Background_Vert.png +BackgroundVertImage_linear = true +BackgroundVertImage_mipmap = 1 + +// Parameters +HSM_ASPECT_RATIO_MODE = 1 + +// Use for matching vanilla GDV-Advanced +// HSM_ASPECT_RATIO_MODE = 6 +// HSM_CURVATURE_MODE = 0 +// hcrt_gamma_in = "2.250000" +// hcrt_gamma_out = "2.250000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Guest-Slotmask-4K.slangp b/bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Guest-Slotmask-4K.slangp similarity index 93% rename from bezel/Mega_Bezel/Presets/Variations/Guest-Slotmask-4K.slangp rename to bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Guest-Slotmask-4K.slangp index 9801467..bfd47e2 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Guest-Slotmask-4K.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Guest-Slotmask-4K.slangp @@ -1,4 +1,4 @@ -#reference "../Base_CRT_Presets/MBZ__1__ADV__GDV.slangp" +#reference "../../Base_CRT_Presets/MBZ__1__ADV__GDV.slangp" g_grade_on = "0.000000" CS = "2.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Newpixie-Clone__SMOOTH-ADV__GDV.slangp b/bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Newpixie-Clone__SMOOTH-ADV__GDV.slangp similarity index 91% rename from bezel/Mega_Bezel/Presets/Variations/Newpixie-Clone__SMOOTH-ADV__GDV.slangp rename to bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Newpixie-Clone__SMOOTH-ADV__GDV.slangp index 9e72201..977f731 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Newpixie-Clone__SMOOTH-ADV__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Newpixie-Clone__SMOOTH-ADV__GDV.slangp @@ -1,4 +1,5 @@ -#reference "../Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp" +#reference "../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp" + HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = "300.000000" HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = "30.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Newpixie-Clone__STD__GDV.slangp b/bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Newpixie-Clone__STD__GDV.slangp similarity index 91% rename from bezel/Mega_Bezel/Presets/Variations/Newpixie-Clone__STD__GDV.slangp rename to bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Newpixie-Clone__STD__GDV.slangp index 2d296f9..f64fdd6 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Newpixie-Clone__STD__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Newpixie-Clone__STD__GDV.slangp @@ -1,4 +1,5 @@ -#reference "../Base_CRT_Presets/MBZ__3__STD__GDV.slangp" +#reference "../../Base_CRT_Presets/MBZ__3__STD__GDV.slangp" + // HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = "33" // HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = "33" diff --git a/bezel/Mega_Bezel/Presets/Variations/Royale-Clone__ADV-GLASS__GDV.slangp b/bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Royale-Clone__ADV-GLASS__GDV.slangp similarity index 93% rename from bezel/Mega_Bezel/Presets/Variations/Royale-Clone__ADV-GLASS__GDV.slangp rename to bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Royale-Clone__ADV-GLASS__GDV.slangp index 5647d62..185bd92 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Royale-Clone__ADV-GLASS__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Royale-Clone__ADV-GLASS__GDV.slangp @@ -1,4 +1,4 @@ -#reference "../Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV.slangp" +#reference "../../Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV.slangp" // Thanks to BendBombBoom from the Libretro forum for this great preset! diff --git a/bezel/Mega_Bezel/Presets/Variations/Royale-Clone__ADV__GDV.slangp b/bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Royale-Clone__ADV__GDV.slangp similarity index 93% rename from bezel/Mega_Bezel/Presets/Variations/Royale-Clone__ADV__GDV.slangp rename to bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Royale-Clone__ADV__GDV.slangp index cd745d3..ed744ae 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Royale-Clone__ADV__GDV.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/CRT-Flavors/Royale-Clone__ADV__GDV.slangp @@ -1,4 +1,4 @@ -#reference "../Base_CRT_Presets/MBZ__1__ADV__GDV.slangp" +#reference "../../Base_CRT_Presets/MBZ__1__ADV__GDV.slangp" // Thanks to BendBombBoom from the Libretro forum for this great preset! diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale.params b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale.params deleted file mode 100644 index 616ea0e..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale.params +++ /dev/null @@ -1,18 +0,0 @@ -BackgroundImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png -BackgroundVertImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png -NightLightingImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png -FrameTextureImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png - -// Parameters -HSM_ASPECT_RATIO_MODE = 0 -HSM_INT_SCALE_MODE = 1 -HSM_INT_SCALE_MAX_HEIGHT = 115 -HSM_CURVATURE_MODE = 0 -HSM_GLOBAL_CORNER_RADIUS = 4 -HSM_TUBE_BLACK_EDGE_SHARPNESS = 90 -HSM_SCREEN_VIGNETTE_ON = 0 -HSM_BG_OPACITY = 0 -HSM_BZL_OPACITY = 0 -HSM_FRM_OPACITY = 0 - - diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__0__SMOOTH-ADV-SCREEN-ONLY.slangp b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__0__SMOOTH-ADV-SCREEN-ONLY.slangp deleted file mode 100644 index 23187d5..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__0__SMOOTH-ADV-SCREEN-ONLY.slangp +++ /dev/null @@ -1,3 +0,0 @@ -#reference "../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV.slangp" -#reference "Max-Int-Scale.params" - diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__0__SMOOTH-ADV-SCREEN-ONLY__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__0__SMOOTH-ADV-SCREEN-ONLY__NTSC.slangp deleted file mode 100644 index d7b93d3..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__0__SMOOTH-ADV-SCREEN-ONLY__NTSC.slangp +++ /dev/null @@ -1,3 +0,0 @@ -#reference "../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV-NTSC.slangp" -#reference "Max-Int-Scale.params" - diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY-SUPER-XBR.slangp b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY-SUPER-XBR.slangp deleted file mode 100644 index d3fec9f..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY-SUPER-XBR.slangp +++ /dev/null @@ -1,2 +0,0 @@ -#reference "../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY-SUPER-XBR__GDV.slangp" -#reference "Max-Int-Scale.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY-SUPER-XBR__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY-SUPER-XBR__NTSC.slangp deleted file mode 100644 index 815a156..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY-SUPER-XBR__NTSC.slangp +++ /dev/null @@ -1,2 +0,0 @@ -#reference "../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY-SUPER-XBR__GDV-NTSC.slangp" -#reference "Max-Int-Scale.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY.slangp b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY.slangp deleted file mode 100644 index 6f242a1..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY.slangp +++ /dev/null @@ -1,2 +0,0 @@ -#reference "../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__GDV.slangp" -#reference "Max-Int-Scale.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY__NTSC.slangp deleted file mode 100644 index 77bc7c6..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__2__ADV-SCREEN-ONLY__NTSC.slangp +++ /dev/null @@ -1,2 +0,0 @@ -#reference "../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__GDV-NTSC.slangp" -#reference "Max-Int-Scale.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY-SUPER-XBR.slangp b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY-SUPER-XBR.slangp deleted file mode 100644 index ec6b52f..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY-SUPER-XBR.slangp +++ /dev/null @@ -1,2 +0,0 @@ -#reference "../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY-SUPER-XBR__GDV.slangp" -#reference "Max-Int-Scale.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY-SUPER-XBR__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY-SUPER-XBR__NTSC.slangp deleted file mode 100644 index 5a9e744..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY-SUPER-XBR__NTSC.slangp +++ /dev/null @@ -1,2 +0,0 @@ -#reference "../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY-SUPER-XBR__GDV-NTSC.slangp" -#reference "Max-Int-Scale.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY.slangp b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY.slangp deleted file mode 100644 index 3a3f5d1..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY.slangp +++ /dev/null @@ -1,2 +0,0 @@ -#reference "../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV.slangp" -#reference "Max-Int-Scale.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY__NTSC.slangp deleted file mode 100644 index f6d0b3c..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__4__STD-SCREEN-ONLY__NTSC.slangp +++ /dev/null @@ -1,2 +0,0 @@ -#reference "../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-NTSC.slangp" -#reference "Max-Int-Scale.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO-SUPER-XBR.slangp b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO-SUPER-XBR.slangp deleted file mode 100644 index 057e618..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO-SUPER-XBR.slangp +++ /dev/null @@ -1,2 +0,0 @@ -#reference "../../Base_CRT_Presets/MBZ__5__POTATO-SUPER-XBR__GDV.slangp" -#reference "Max-Int-Scale.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO-SUPER-XBR__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO-SUPER-XBR__NTSC.slangp deleted file mode 100644 index 66c4689..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO-SUPER-XBR__NTSC.slangp +++ /dev/null @@ -1,2 +0,0 @@ -#reference "../../Base_CRT_Presets/MBZ__5__POTATO-SUPER-XBR__GDV-NTSC.slangp" -#reference "Max-Int-Scale.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO.slangp b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO.slangp deleted file mode 100644 index 533ba8b..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO.slangp +++ /dev/null @@ -1,2 +0,0 @@ -#reference "../../Base_CRT_Presets/MBZ__5__POTATO__GDV.slangp" -#reference "Max-Int-Scale.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO__NTSC.slangp deleted file mode 100644 index f312034..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Max-Int-Scale/Max-Int-Scale__5__POTATO__NTSC.slangp +++ /dev/null @@ -1,2 +0,0 @@ -#reference "../../Base_CRT_Presets/MBZ__5__POTATO__GDV-NTSC.slangp" -#reference "Max-Int-Scale.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-aeg-CTV-4800-VT-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-aeg-CTV-4800-VT-hdr.slangp new file mode 100644 index 0000000..14f867d --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-aeg-CTV-4800-VT-hdr.slangp @@ -0,0 +1,33 @@ +#reference "shaders/crt-sony-megatron-ntsc-hdr.slangp" + +hcrt_hdr = "1.000000" +hcrt_crt_screen_type = "2.000000" +hcrt_crt_resolution = "0.000000" +hcrt_expand_gamut = "0.000000" + +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_horizontal_convergence = "0.000000" +hcrt_green_horizontal_convergence = "0.000000" +hcrt_blue_horizontal_convergence = "-1.000000" + +hcrt_red_scanline_min = "1.0000000" +hcrt_red_scanline_max = "1.100000" +hcrt_red_scanline_attack = "0.850000" +hcrt_red_scanline_end = "0.000000" +hcrt_green_scanline_min = "1.000000" +hcrt_green_scanline_max = "1.100000" +hcrt_green_scanline_attack = "0.850000" +hcrt_green_scanline_end = "0.000000" +hcrt_blue_scanline_min = "1.000000" +hcrt_blue_scanline_max = "1.100000" +hcrt_blue_scanline_attack = "0.850000" +hcrt_blue_scanline_end = "0.000000" + +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "0.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "0.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp similarity index 96% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp rename to bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp index 95b51fc..fb69c0c 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp @@ -2,7 +2,6 @@ hcrt_crt_screen_type = "2.000000" hcrt_crt_resolution = "0.000000" -hcrt_paper_white_nits = "700.000000" hcrt_expand_gamut = "0.000000" hcrt_red_vertical_convergence = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-bang-olufsen-mx8000-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-bang-olufsen-mx8000-hdr.slangp new file mode 100644 index 0000000..8e66fa7 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-bang-olufsen-mx8000-hdr.slangp @@ -0,0 +1,18 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_red_scanline_min = "0.650000" +hcrt_red_scanline_max = "0.900000" +hcrt_red_scanline_attack = "0.500000" +hcrt_green_scanline_min = "0.650000" +hcrt_green_scanline_max = "0.900000" +hcrt_green_scanline_attack = "0.500000" +hcrt_blue_scanline_min = "0.650000" +hcrt_blue_scanline_max = "0.900000" +hcrt_blue_scanline_attack = "0.500000" +hcrt_red_beam_sharpness = "1.600000" +hcrt_red_beam_attack = "1.7500000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "1.750000" +hcrt_blue_beam_sharpness = "1.600000" +hcrt_blue_beam_attack = "1.750000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp rename to bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-default-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-default-hdr.slangp new file mode 100644 index 0000000..5623e16 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-default-hdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.000000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-default-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-default-sdr.slangp new file mode 100644 index 0000000..22824d0 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-default-sdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.000000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-gba-gbi-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-gba-gbi-hdr.slangp new file mode 100644 index 0000000..8121342 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-gba-gbi-hdr.slangp @@ -0,0 +1,3 @@ +#reference "crt-sony-megatron-sammy-atomiswave-hdr.slangp" +hcrt_crt_screen_type = "0.000000" +hcrt_crt_resolution = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-gba-gbi-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-gba-gbi-sdr.slangp new file mode 100644 index 0000000..4851cdf --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-gba-gbi-sdr.slangp @@ -0,0 +1,3 @@ +#reference "crt-sony-megatron-sammy-atomiswave-sdr.slangp" +hcrt_crt_screen_type = "0.000000" +hcrt_crt_resolution = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-jvc-d-series-AV-36D501-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-jvc-d-series-AV-36D501-hdr.slangp new file mode 100644 index 0000000..c717341 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-jvc-d-series-AV-36D501-hdr.slangp @@ -0,0 +1,22 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_brightness = "0.200000" +hcrt_contrast = "0.000000" +hcrt_saturation = "0.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.2000000" +hcrt_red_scanline_max = "1.050000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.200000" +hcrt_green_scanline_max = "1.050000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.200000" +hcrt_blue_scanline_max = "1.050000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.600000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.600000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp similarity index 95% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp rename to bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp index 3d99308..67fc5eb 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp @@ -1,7 +1,6 @@ #reference "shaders/crt-sony-megatron-sdr.slangp" hcrt_crt_screen_type = "2.000000" -hcrt_paper_white_nits = "700.000000" hcrt_brightness = "0.200000" hcrt_contrast = "0.000000" hcrt_saturation = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-jvc-professional-TM-H1950CG-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-jvc-professional-TM-H1950CG-hdr.slangp new file mode 100644 index 0000000..631fe15 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-jvc-professional-TM-H1950CG-hdr.slangp @@ -0,0 +1,23 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "1.000000" +hcrt_crt_resolution = "2.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "0.040000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.200000" +hcrt_red_scanline_max = "0.750000" +hcrt_red_scanline_attack = "1.000000" +hcrt_green_scanline_min = "0.200000" +hcrt_green_scanline_max = "0.750000" +hcrt_green_scanline_attack = "1.000000" +hcrt_blue_scanline_min = "0.200000" +hcrt_blue_scanline_max = "0.750000" +hcrt_blue_scanline_attack = "1.000000" +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "1.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp similarity index 95% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp rename to bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp index 958f1fa..85513c1 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp @@ -1,6 +1,5 @@ #reference "shaders/crt-sony-megatron-sdr.slangp" -hcrt_paper_white_nits = "700.000000" hcrt_crt_screen_type = "1.000000" hcrt_crt_resolution = "2.000000" hcrt_red_vertical_convergence = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sammy-atomiswave-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sammy-atomiswave-hdr.slangp new file mode 100644 index 0000000..8f76bab --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sammy-atomiswave-hdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.050000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-sammy-atomiswave-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sammy-atomiswave-sdr.slangp similarity index 92% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-sammy-atomiswave-sdr.slangp rename to bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sammy-atomiswave-sdr.slangp index c0f86fe..1224443 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-sammy-atomiswave-sdr.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sammy-atomiswave-sdr.slangp @@ -5,6 +5,8 @@ hcrt_colour_system = "3.000000" hcrt_contrast = "0.000000" hcrt_brightness = "0.050000" hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" hcrt_red_scanline_min = "0.8900000" hcrt_red_scanline_max = "1.000000" hcrt_red_scanline_attack = "0.300000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sega-virtua-fighter-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sega-virtua-fighter-hdr.slangp new file mode 100644 index 0000000..b5b6dec --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sega-virtua-fighter-hdr.slangp @@ -0,0 +1,25 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_vertical_convergence = "0.200000" +hcrt_green_vertical_convergence = "0.200000" +hcrt_blue_vertical_convergence = "-0.230000" +hcrt_red_horizontal_convergence = "0.400000" +hcrt_green_horizontal_convergence = "-0.250000" +hcrt_blue_horizontal_convergence = "-0.100000" +hcrt_red_scanline_min = "1.0000000" +hcrt_red_scanline_max = "2.000000" +hcrt_red_scanline_attack = "1.000000" +hcrt_green_scanline_min = "1.000000" +hcrt_green_scanline_max = "2.000000" +hcrt_green_scanline_attack = "1.000000" +hcrt_blue_scanline_min = "1.000000" +hcrt_blue_scanline_max = "2.000000" +hcrt_blue_scanline_attack = "1.000000" +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "0.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "0.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "0.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-sega-virtua-fighter-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sega-virtua-fighter-sdr.slangp similarity index 96% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-sega-virtua-fighter-sdr.slangp rename to bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sega-virtua-fighter-sdr.slangp index c29f31b..35671c0 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-sega-virtua-fighter-sdr.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sega-virtua-fighter-sdr.slangp @@ -1,7 +1,6 @@ #reference "shaders/crt-sony-megatron-sdr.slangp" hcrt_crt_screen_type = "2.000000" -hcrt_paper_white_nits = "200.000000" hcrt_red_vertical_convergence = "0.200000" hcrt_green_vertical_convergence = "0.200000" hcrt_blue_vertical_convergence = "-0.230000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-1910-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-1910-hdr.slangp new file mode 100644 index 0000000..e929586 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-1910-hdr.slangp @@ -0,0 +1,25 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_resolution = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_expand_gamut = "1.000000" +hcrt_brightness = "0.150000" +hcrt_saturation = "0.100000" +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "-0.150000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.400000" +hcrt_red_scanline_max = "0.750000" +hcrt_red_scanline_attack = "0.350000" +hcrt_green_scanline_min = "0.400000" +hcrt_green_scanline_max = "1.000000" +hcrt_green_scanline_attack = "0.350000" +hcrt_blue_scanline_min = "0.400000" +hcrt_blue_scanline_max = "0.750000" +hcrt_blue_scanline_attack = "0.350000" +hcrt_red_beam_sharpness = "1.400000" +hcrt_red_beam_attack = "0.7200000" +hcrt_green_beam_sharpness = "1.400000" +hcrt_green_beam_attack = "0.800000" +hcrt_blue_beam_sharpness = "1.400000" +hcrt_blue_beam_attack = "0.450000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-sony-pvm-1910-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-1910-sdr.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-sony-pvm-1910-sdr.slangp rename to bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-1910-sdr.slangp diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-20L4-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-20L4-hdr.slangp new file mode 100644 index 0000000..2cd6d68 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-20L4-hdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_brightness = "0.150000" +hcrt_colour_system = "3.000000" +hcrt_expand_gamut = "1.000000" +hcrt_crt_resolution = "1.000000" +hcrt_red_vertical_convergence = "0.100000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.250000" +hcrt_red_scanline_max = "0.400000" +hcrt_red_scanline_attack = "0.150000" +hcrt_green_scanline_min = "0.250000" +hcrt_green_scanline_max = "0.400000" +hcrt_green_scanline_attack = "0.150000" +hcrt_blue_scanline_min = "0.250000" +hcrt_blue_scanline_max = "0.400000" +hcrt_blue_scanline_attack = "0.150000" +hcrt_red_beam_sharpness = "2.000000" +hcrt_red_beam_attack = "1.0000000" +hcrt_green_beam_sharpness = "2.000000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "2.000000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-sony-pvm-20L4-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-20L4-sdr.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-sony-pvm-20L4-sdr.slangp rename to bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-20L4-sdr.slangp diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-2730-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-2730-hdr.slangp new file mode 100644 index 0000000..0676f92 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-2730-hdr.slangp @@ -0,0 +1,23 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_brightness = "0.150000" +hcrt_colour_system = "3.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_vertical_convergence = "-0.140000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.550000" +hcrt_red_scanline_max = "0.820000" +hcrt_red_scanline_attack = "0.650000" +hcrt_green_scanline_min = "0.550000" +hcrt_green_scanline_max = "0.900000" +hcrt_green_scanline_attack = "0.130000" +hcrt_blue_scanline_min = "0.720000" +hcrt_blue_scanline_max = "1.000000" +hcrt_blue_scanline_attack = "0.650000" +hcrt_red_beam_sharpness = "1.750000" +hcrt_red_beam_attack = "0.7200000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "0.800000" +hcrt_blue_beam_sharpness = "1.900000" +hcrt_blue_beam_attack = "0.450000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-sony-pvm-2730-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-2730-sdr.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-sony-pvm-2730-sdr.slangp rename to bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-sony-pvm-2730-sdr.slangp diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-toshiba-microfilter-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-toshiba-microfilter-hdr.slangp new file mode 100644 index 0000000..ce286a9 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-toshiba-microfilter-hdr.slangp @@ -0,0 +1,3 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "1.000000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-toshiba-microfilter-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-toshiba-microfilter-sdr.slangp similarity index 100% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-toshiba-microfilter-sdr.slangp rename to bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-toshiba-microfilter-sdr.slangp diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-viewsonic-A90f+-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-viewsonic-A90f+-hdr.slangp new file mode 100644 index 0000000..63c8290 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-viewsonic-A90f+-hdr.slangp @@ -0,0 +1,19 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "1.000000" +hcrt_crt_resolution = "2.000000" +hcrt_red_scanline_min = "0.5000000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.350000" +hcrt_green_scanline_min = "0.550000" +hcrt_green_scanline_max = "1.000000" +hcrt_green_scanline_attack = "0.350000" +hcrt_blue_scanline_min = "0.550000" +hcrt_blue_scanline_max = "1.000000" +hcrt_blue_scanline_attack = "0.350000" +hcrt_red_beam_sharpness = "1.200000" +hcrt_red_beam_attack = "0.5000000" +hcrt_green_beam_sharpness = "1.200000" +hcrt_green_beam_attack = "0.500000" +hcrt_blue_beam_sharpness = "1.200000" +hcrt_blue_beam_attack = "0.500000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-viewsonic-A90f+-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-viewsonic-A90f+-sdr.slangp similarity index 94% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-viewsonic-A90f+-sdr.slangp rename to bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-viewsonic-A90f+-sdr.slangp index 17fabf2..53f3c80 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/crt-sony-megatron-viewsonic-A90f+-sdr.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/crt-sony-megatron-viewsonic-A90f+-sdr.slangp @@ -2,7 +2,6 @@ hcrt_crt_screen_type = "1.000000" hcrt_crt_resolution = "2.000000" -hcrt_paper_white_nits = "400.000000" hcrt_red_scanline_min = "0.5000000" hcrt_red_scanline_max = "1.000000" hcrt_red_scanline_attack = "0.350000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-hdr.slangp new file mode 100644 index 0000000..f45aa70 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-hdr.slangp @@ -0,0 +1,30 @@ +/* +Sony Megatron Colour Video Monitor +Author: Major Pain The Cactus + +A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness. + +The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies +an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol). + +My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match. + +To use: +Please Enable HDR in RetroArch 1.10+ +[UPDATE] This shader supports SDR as well - just enable it in the shader parameters + +NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters + +For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor. + +Also try to use a integer scaling - its just better - overscaling is fine/great. + +This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them + +Works only with the D3D11/D3D12/Vulkan drivers currently + +DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory +*/ + +#reference "../../../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__MEGATRON.slangp" +#reference "../../_params/megatron-hdr.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-ntsc-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-ntsc-hdr.slangp new file mode 100644 index 0000000..04bd309 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-ntsc-hdr.slangp @@ -0,0 +1,30 @@ +/* +Sony Megatron Colour Video Monitor +Author: Major Pain The Cactus + +A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness. + +The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies +an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol). + +My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match. + +To use: +Please Enable HDR in RetroArch 1.10+ +[UPDATE] This shader supports SDR as well - just enable it in the shader parameters + +NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters + +For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor. + +Also try to use a integer scaling - its just better - overscaling is fine/great. + +This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them + +Works only with the D3D11/D3D12/Vulkan drivers currently + +DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory +*/ + +#reference "../../../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__MEGATRON-NTSC.slangp" +#reference "../../_params/megatron-hdr.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-ntsc-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-ntsc-sdr.slangp new file mode 100644 index 0000000..6bdfeec --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-ntsc-sdr.slangp @@ -0,0 +1,30 @@ +/* +Sony Megatron Colour Video Monitor +Author: Major Pain The Cactus + +A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness. + +The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies +an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol). + +My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match. + +To use: +Please Enable HDR in RetroArch 1.10+ +[UPDATE] This shader supports SDR as well - just enable it in the shader parameters + +NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters + +For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor. + +Also try to use a integer scaling - its just better - overscaling is fine/great. + +This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them + +Works only with the D3D11/D3D12/Vulkan drivers currently + +DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory +*/ + +#reference "../../../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__MEGATRON-NTSC.slangp" +#reference "../../_params/megatron-sdr.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-sdr.slangp new file mode 100644 index 0000000..8954b41 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV-SCREEN-ONLY/shaders/crt-sony-megatron-sdr.slangp @@ -0,0 +1,30 @@ +/* +Sony Megatron Colour Video Monitor +Author: Major Pain The Cactus + +A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness. + +The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies +an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol). + +My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match. + +To use: +Please Enable HDR in RetroArch 1.10+ +[UPDATE] This shader supports SDR as well - just enable it in the shader parameters + +NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters + +For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor. + +Also try to use a integer scaling - its just better - overscaling is fine/great. + +This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them + +Works only with the D3D11/D3D12/Vulkan drivers currently + +DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory +*/ + +#reference "../../../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__MEGATRON.slangp" +#reference "../../_params/megatron-sdr.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-aeg-CTV-4800-VT-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-aeg-CTV-4800-VT-hdr.slangp new file mode 100644 index 0000000..14f867d --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-aeg-CTV-4800-VT-hdr.slangp @@ -0,0 +1,33 @@ +#reference "shaders/crt-sony-megatron-ntsc-hdr.slangp" + +hcrt_hdr = "1.000000" +hcrt_crt_screen_type = "2.000000" +hcrt_crt_resolution = "0.000000" +hcrt_expand_gamut = "0.000000" + +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_horizontal_convergence = "0.000000" +hcrt_green_horizontal_convergence = "0.000000" +hcrt_blue_horizontal_convergence = "-1.000000" + +hcrt_red_scanline_min = "1.0000000" +hcrt_red_scanline_max = "1.100000" +hcrt_red_scanline_attack = "0.850000" +hcrt_red_scanline_end = "0.000000" +hcrt_green_scanline_min = "1.000000" +hcrt_green_scanline_max = "1.100000" +hcrt_green_scanline_attack = "0.850000" +hcrt_green_scanline_end = "0.000000" +hcrt_blue_scanline_min = "1.000000" +hcrt_blue_scanline_max = "1.100000" +hcrt_blue_scanline_attack = "0.850000" +hcrt_blue_scanline_end = "0.000000" + +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "0.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "0.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp new file mode 100644 index 0000000..fb69c0c --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp @@ -0,0 +1,32 @@ +#reference "shaders/crt-sony-megatron-ntsc-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_crt_resolution = "0.000000" +hcrt_expand_gamut = "0.000000" + +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_horizontal_convergence = "0.000000" +hcrt_green_horizontal_convergence = "0.000000" +hcrt_blue_horizontal_convergence = "-1.000000" + +hcrt_red_scanline_min = "1.0000000" +hcrt_red_scanline_max = "1.100000" +hcrt_red_scanline_attack = "0.850000" +hcrt_red_scanline_end = "0.000000" +hcrt_green_scanline_min = "1.000000" +hcrt_green_scanline_max = "1.100000" +hcrt_green_scanline_attack = "0.850000" +hcrt_green_scanline_end = "0.000000" +hcrt_blue_scanline_min = "1.000000" +hcrt_blue_scanline_max = "1.100000" +hcrt_blue_scanline_attack = "0.850000" +hcrt_blue_scanline_end = "0.000000" + +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "0.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "0.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "0.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-bang-olufsen-mx8000-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-bang-olufsen-mx8000-hdr.slangp new file mode 100644 index 0000000..8e66fa7 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-bang-olufsen-mx8000-hdr.slangp @@ -0,0 +1,18 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_red_scanline_min = "0.650000" +hcrt_red_scanline_max = "0.900000" +hcrt_red_scanline_attack = "0.500000" +hcrt_green_scanline_min = "0.650000" +hcrt_green_scanline_max = "0.900000" +hcrt_green_scanline_attack = "0.500000" +hcrt_blue_scanline_min = "0.650000" +hcrt_blue_scanline_max = "0.900000" +hcrt_blue_scanline_attack = "0.500000" +hcrt_red_beam_sharpness = "1.600000" +hcrt_red_beam_attack = "1.7500000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "1.750000" +hcrt_blue_beam_sharpness = "1.600000" +hcrt_blue_beam_attack = "1.750000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp new file mode 100644 index 0000000..42da15a --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp @@ -0,0 +1,18 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_red_scanline_min = "0.650000" +hcrt_red_scanline_max = "0.900000" +hcrt_red_scanline_attack = "0.500000" +hcrt_green_scanline_min = "0.650000" +hcrt_green_scanline_max = "0.900000" +hcrt_green_scanline_attack = "0.500000" +hcrt_blue_scanline_min = "0.650000" +hcrt_blue_scanline_max = "0.900000" +hcrt_blue_scanline_attack = "0.500000" +hcrt_red_beam_sharpness = "1.600000" +hcrt_red_beam_attack = "1.7500000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "1.750000" +hcrt_blue_beam_sharpness = "1.600000" +hcrt_blue_beam_attack = "1.750000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-default-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-default-hdr.slangp new file mode 100644 index 0000000..5623e16 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-default-hdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.000000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-default-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-default-sdr.slangp new file mode 100644 index 0000000..22824d0 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-default-sdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.000000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-gba-gbi-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-gba-gbi-hdr.slangp new file mode 100644 index 0000000..8121342 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-gba-gbi-hdr.slangp @@ -0,0 +1,3 @@ +#reference "crt-sony-megatron-sammy-atomiswave-hdr.slangp" +hcrt_crt_screen_type = "0.000000" +hcrt_crt_resolution = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-gba-gbi-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-gba-gbi-sdr.slangp new file mode 100644 index 0000000..4851cdf --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-gba-gbi-sdr.slangp @@ -0,0 +1,3 @@ +#reference "crt-sony-megatron-sammy-atomiswave-sdr.slangp" +hcrt_crt_screen_type = "0.000000" +hcrt_crt_resolution = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-d-series-AV-36D501-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-d-series-AV-36D501-hdr.slangp new file mode 100644 index 0000000..c717341 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-d-series-AV-36D501-hdr.slangp @@ -0,0 +1,22 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_brightness = "0.200000" +hcrt_contrast = "0.000000" +hcrt_saturation = "0.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.2000000" +hcrt_red_scanline_max = "1.050000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.200000" +hcrt_green_scanline_max = "1.050000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.200000" +hcrt_blue_scanline_max = "1.050000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.600000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.600000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp new file mode 100644 index 0000000..67fc5eb --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp @@ -0,0 +1,21 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_brightness = "0.200000" +hcrt_contrast = "0.000000" +hcrt_saturation = "0.000000" +hcrt_red_scanline_min = "0.2000000" +hcrt_red_scanline_max = "1.050000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.200000" +hcrt_green_scanline_max = "1.050000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.200000" +hcrt_blue_scanline_max = "1.050000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.600000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.600000" +hcrt_blue_beam_attack = "1.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-professional-TM-H1950CG-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-professional-TM-H1950CG-hdr.slangp new file mode 100644 index 0000000..631fe15 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-professional-TM-H1950CG-hdr.slangp @@ -0,0 +1,23 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "1.000000" +hcrt_crt_resolution = "2.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "0.040000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.200000" +hcrt_red_scanline_max = "0.750000" +hcrt_red_scanline_attack = "1.000000" +hcrt_green_scanline_min = "0.200000" +hcrt_green_scanline_max = "0.750000" +hcrt_green_scanline_attack = "1.000000" +hcrt_blue_scanline_min = "0.200000" +hcrt_blue_scanline_max = "0.750000" +hcrt_blue_scanline_attack = "1.000000" +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "1.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp new file mode 100644 index 0000000..85513c1 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp @@ -0,0 +1,22 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "1.000000" +hcrt_crt_resolution = "2.000000" +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "0.040000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.200000" +hcrt_red_scanline_max = "0.750000" +hcrt_red_scanline_attack = "1.000000" +hcrt_green_scanline_min = "0.200000" +hcrt_green_scanline_max = "0.750000" +hcrt_green_scanline_attack = "1.000000" +hcrt_blue_scanline_min = "0.200000" +hcrt_blue_scanline_max = "0.750000" +hcrt_blue_scanline_attack = "1.000000" +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "1.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sammy-atomiswave-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sammy-atomiswave-hdr.slangp new file mode 100644 index 0000000..8f76bab --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sammy-atomiswave-hdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.050000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sammy-atomiswave-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sammy-atomiswave-sdr.slangp new file mode 100644 index 0000000..1224443 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sammy-atomiswave-sdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.050000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sega-virtua-fighter-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sega-virtua-fighter-hdr.slangp new file mode 100644 index 0000000..b5b6dec --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sega-virtua-fighter-hdr.slangp @@ -0,0 +1,25 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_vertical_convergence = "0.200000" +hcrt_green_vertical_convergence = "0.200000" +hcrt_blue_vertical_convergence = "-0.230000" +hcrt_red_horizontal_convergence = "0.400000" +hcrt_green_horizontal_convergence = "-0.250000" +hcrt_blue_horizontal_convergence = "-0.100000" +hcrt_red_scanline_min = "1.0000000" +hcrt_red_scanline_max = "2.000000" +hcrt_red_scanline_attack = "1.000000" +hcrt_green_scanline_min = "1.000000" +hcrt_green_scanline_max = "2.000000" +hcrt_green_scanline_attack = "1.000000" +hcrt_blue_scanline_min = "1.000000" +hcrt_blue_scanline_max = "2.000000" +hcrt_blue_scanline_attack = "1.000000" +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "0.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "0.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "0.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sega-virtua-fighter-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sega-virtua-fighter-sdr.slangp new file mode 100644 index 0000000..35671c0 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sega-virtua-fighter-sdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_red_vertical_convergence = "0.200000" +hcrt_green_vertical_convergence = "0.200000" +hcrt_blue_vertical_convergence = "-0.230000" +hcrt_red_horizontal_convergence = "0.400000" +hcrt_green_horizontal_convergence = "-0.250000" +hcrt_blue_horizontal_convergence = "-0.100000" +hcrt_red_scanline_min = "1.0000000" +hcrt_red_scanline_max = "2.000000" +hcrt_red_scanline_attack = "1.000000" +hcrt_green_scanline_min = "1.000000" +hcrt_green_scanline_max = "2.000000" +hcrt_green_scanline_attack = "1.000000" +hcrt_blue_scanline_min = "1.000000" +hcrt_blue_scanline_max = "2.000000" +hcrt_blue_scanline_attack = "1.000000" +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "0.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "0.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "0.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-1910-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-1910-hdr.slangp new file mode 100644 index 0000000..e929586 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-1910-hdr.slangp @@ -0,0 +1,25 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_resolution = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_expand_gamut = "1.000000" +hcrt_brightness = "0.150000" +hcrt_saturation = "0.100000" +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "-0.150000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.400000" +hcrt_red_scanline_max = "0.750000" +hcrt_red_scanline_attack = "0.350000" +hcrt_green_scanline_min = "0.400000" +hcrt_green_scanline_max = "1.000000" +hcrt_green_scanline_attack = "0.350000" +hcrt_blue_scanline_min = "0.400000" +hcrt_blue_scanline_max = "0.750000" +hcrt_blue_scanline_attack = "0.350000" +hcrt_red_beam_sharpness = "1.400000" +hcrt_red_beam_attack = "0.7200000" +hcrt_green_beam_sharpness = "1.400000" +hcrt_green_beam_attack = "0.800000" +hcrt_blue_beam_sharpness = "1.400000" +hcrt_blue_beam_attack = "0.450000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-1910-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-1910-sdr.slangp new file mode 100644 index 0000000..9697126 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-1910-sdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_resolution = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_brightness = "0.150000" +hcrt_saturation = "0.100000" +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "-0.150000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.400000" +hcrt_red_scanline_max = "0.750000" +hcrt_red_scanline_attack = "0.350000" +hcrt_green_scanline_min = "0.400000" +hcrt_green_scanline_max = "1.000000" +hcrt_green_scanline_attack = "0.350000" +hcrt_blue_scanline_min = "0.400000" +hcrt_blue_scanline_max = "0.750000" +hcrt_blue_scanline_attack = "0.350000" +hcrt_red_beam_sharpness = "1.400000" +hcrt_red_beam_attack = "0.7200000" +hcrt_green_beam_sharpness = "1.400000" +hcrt_green_beam_attack = "0.800000" +hcrt_blue_beam_sharpness = "1.400000" +hcrt_blue_beam_attack = "0.450000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-20L4-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-20L4-hdr.slangp new file mode 100644 index 0000000..2cd6d68 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-20L4-hdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_brightness = "0.150000" +hcrt_colour_system = "3.000000" +hcrt_expand_gamut = "1.000000" +hcrt_crt_resolution = "1.000000" +hcrt_red_vertical_convergence = "0.100000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.250000" +hcrt_red_scanline_max = "0.400000" +hcrt_red_scanline_attack = "0.150000" +hcrt_green_scanline_min = "0.250000" +hcrt_green_scanline_max = "0.400000" +hcrt_green_scanline_attack = "0.150000" +hcrt_blue_scanline_min = "0.250000" +hcrt_blue_scanline_max = "0.400000" +hcrt_blue_scanline_attack = "0.150000" +hcrt_red_beam_sharpness = "2.000000" +hcrt_red_beam_attack = "1.0000000" +hcrt_green_beam_sharpness = "2.000000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "2.000000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-20L4-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-20L4-sdr.slangp new file mode 100644 index 0000000..ae5a926 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-20L4-sdr.slangp @@ -0,0 +1,23 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_brightness = "0.150000" +hcrt_colour_system = "3.000000" +hcrt_crt_resolution = "1.000000" +hcrt_red_vertical_convergence = "0.100000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.250000" +hcrt_red_scanline_max = "0.400000" +hcrt_red_scanline_attack = "0.150000" +hcrt_green_scanline_min = "0.250000" +hcrt_green_scanline_max = "0.400000" +hcrt_green_scanline_attack = "0.150000" +hcrt_blue_scanline_min = "0.250000" +hcrt_blue_scanline_max = "0.400000" +hcrt_blue_scanline_attack = "0.150000" +hcrt_red_beam_sharpness = "2.000000" +hcrt_red_beam_attack = "1.0000000" +hcrt_green_beam_sharpness = "2.000000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "2.000000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-2730-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-2730-hdr.slangp new file mode 100644 index 0000000..0676f92 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-2730-hdr.slangp @@ -0,0 +1,23 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_brightness = "0.150000" +hcrt_colour_system = "3.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_vertical_convergence = "-0.140000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.550000" +hcrt_red_scanline_max = "0.820000" +hcrt_red_scanline_attack = "0.650000" +hcrt_green_scanline_min = "0.550000" +hcrt_green_scanline_max = "0.900000" +hcrt_green_scanline_attack = "0.130000" +hcrt_blue_scanline_min = "0.720000" +hcrt_blue_scanline_max = "1.000000" +hcrt_blue_scanline_attack = "0.650000" +hcrt_red_beam_sharpness = "1.750000" +hcrt_red_beam_attack = "0.7200000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "0.800000" +hcrt_blue_beam_sharpness = "1.900000" +hcrt_blue_beam_attack = "0.450000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-2730-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-2730-sdr.slangp new file mode 100644 index 0000000..35c2dd7 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-sony-pvm-2730-sdr.slangp @@ -0,0 +1,22 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_brightness = "0.150000" +hcrt_colour_system = "3.000000" +hcrt_red_vertical_convergence = "-0.140000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.550000" +hcrt_red_scanline_max = "0.820000" +hcrt_red_scanline_attack = "0.650000" +hcrt_green_scanline_min = "0.550000" +hcrt_green_scanline_max = "0.900000" +hcrt_green_scanline_attack = "0.130000" +hcrt_blue_scanline_min = "0.720000" +hcrt_blue_scanline_max = "1.000000" +hcrt_blue_scanline_attack = "0.650000" +hcrt_red_beam_sharpness = "1.750000" +hcrt_red_beam_attack = "0.7200000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "0.800000" +hcrt_blue_beam_sharpness = "1.900000" +hcrt_blue_beam_attack = "0.450000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-toshiba-microfilter-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-toshiba-microfilter-hdr.slangp new file mode 100644 index 0000000..ce286a9 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-toshiba-microfilter-hdr.slangp @@ -0,0 +1,3 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "1.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-toshiba-microfilter-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-toshiba-microfilter-sdr.slangp new file mode 100644 index 0000000..4d01149 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-toshiba-microfilter-sdr.slangp @@ -0,0 +1,3 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "1.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-viewsonic-A90f+-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-viewsonic-A90f+-hdr.slangp new file mode 100644 index 0000000..63c8290 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-viewsonic-A90f+-hdr.slangp @@ -0,0 +1,19 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "1.000000" +hcrt_crt_resolution = "2.000000" +hcrt_red_scanline_min = "0.5000000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.350000" +hcrt_green_scanline_min = "0.550000" +hcrt_green_scanline_max = "1.000000" +hcrt_green_scanline_attack = "0.350000" +hcrt_blue_scanline_min = "0.550000" +hcrt_blue_scanline_max = "1.000000" +hcrt_blue_scanline_attack = "0.350000" +hcrt_red_beam_sharpness = "1.200000" +hcrt_red_beam_attack = "0.5000000" +hcrt_green_beam_sharpness = "1.200000" +hcrt_green_beam_attack = "0.500000" +hcrt_blue_beam_sharpness = "1.200000" +hcrt_blue_beam_attack = "0.500000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-viewsonic-A90f+-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-viewsonic-A90f+-sdr.slangp new file mode 100644 index 0000000..53f3c80 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/crt-sony-megatron-viewsonic-A90f+-sdr.slangp @@ -0,0 +1,19 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "1.000000" +hcrt_crt_resolution = "2.000000" +hcrt_red_scanline_min = "0.5000000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.350000" +hcrt_green_scanline_min = "0.550000" +hcrt_green_scanline_max = "1.000000" +hcrt_green_scanline_attack = "0.350000" +hcrt_blue_scanline_min = "0.550000" +hcrt_blue_scanline_max = "1.000000" +hcrt_blue_scanline_attack = "0.350000" +hcrt_red_beam_sharpness = "1.200000" +hcrt_red_beam_attack = "0.5000000" +hcrt_green_beam_sharpness = "1.200000" +hcrt_green_beam_attack = "0.500000" +hcrt_blue_beam_sharpness = "1.200000" +hcrt_blue_beam_attack = "0.500000" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/shaders/crt-sony-megatron-ntsc-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/shaders/crt-sony-megatron-hdr.slangp similarity index 92% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/shaders/crt-sony-megatron-ntsc-sdr.slangp rename to bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/shaders/crt-sony-megatron-hdr.slangp index 05e64cc..43576d4 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/shaders/crt-sony-megatron-ntsc-sdr.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/shaders/crt-sony-megatron-hdr.slangp @@ -26,7 +26,5 @@ Works only with the D3D11/D3D12/Vulkan drivers currently DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory */ -#reference "../../../MBZ__3__STD__MEGATRON-NTSC.slangp" - -hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.020000" +#reference "../../../../Base_CRT_Presets/MBZ__1__ADV__MEGATRON.slangp" +#reference "../../_params/megatron-hdr.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/shaders/crt-sony-megatron-ntsc-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/shaders/crt-sony-megatron-ntsc-hdr.slangp new file mode 100644 index 0000000..80ced2f --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/shaders/crt-sony-megatron-ntsc-hdr.slangp @@ -0,0 +1,30 @@ +/* +Sony Megatron Colour Video Monitor +Author: Major Pain The Cactus + +A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness. + +The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies +an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol). + +My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match. + +To use: +Please Enable HDR in RetroArch 1.10+ +[UPDATE] This shader supports SDR as well - just enable it in the shader parameters + +NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters + +For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor. + +Also try to use a integer scaling - its just better - overscaling is fine/great. + +This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them + +Works only with the D3D11/D3D12/Vulkan drivers currently + +DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory +*/ + +#reference "../../../../Base_CRT_Presets/MBZ__1__ADV__MEGATRON-NTSC.slangp" +#reference "../../_params/megatron-hdr.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/shaders/crt-sony-megatron-ntsc-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/shaders/crt-sony-megatron-ntsc-sdr.slangp new file mode 100644 index 0000000..ef29d50 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/shaders/crt-sony-megatron-ntsc-sdr.slangp @@ -0,0 +1,30 @@ +/* +Sony Megatron Colour Video Monitor +Author: Major Pain The Cactus + +A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness. + +The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies +an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol). + +My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match. + +To use: +Please Enable HDR in RetroArch 1.10+ +[UPDATE] This shader supports SDR as well - just enable it in the shader parameters + +NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters + +For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor. + +Also try to use a integer scaling - its just better - overscaling is fine/great. + +This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them + +Works only with the D3D11/D3D12/Vulkan drivers currently + +DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory +*/ + +#reference "../../../../Base_CRT_Presets/MBZ__1__ADV__MEGATRON-NTSC.slangp" +#reference "../../_params/megatron-sdr.params" diff --git a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/shaders/crt-sony-megatron-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/shaders/crt-sony-megatron-sdr.slangp similarity index 92% rename from bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/shaders/crt-sony-megatron-sdr.slangp rename to bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/shaders/crt-sony-megatron-sdr.slangp index 891ce74..7eb2b82 100644 --- a/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Sony-Megatron/STD/shaders/crt-sony-megatron-sdr.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/ADV/shaders/crt-sony-megatron-sdr.slangp @@ -26,7 +26,5 @@ Works only with the D3D11/D3D12/Vulkan drivers currently DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory */ -#reference "../../../MBZ__3__STD__MEGATRON.slangp" - -hcrt_hdr = "0.000000" -hcrt_gamma_in = "2.000000" +#reference "../../../../Base_CRT_Presets/MBZ__1__ADV__MEGATRON.slangp" +#reference "../../_params/megatron-sdr.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-aeg-CTV-4800-VT-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-aeg-CTV-4800-VT-hdr.slangp new file mode 100644 index 0000000..14f867d --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-aeg-CTV-4800-VT-hdr.slangp @@ -0,0 +1,33 @@ +#reference "shaders/crt-sony-megatron-ntsc-hdr.slangp" + +hcrt_hdr = "1.000000" +hcrt_crt_screen_type = "2.000000" +hcrt_crt_resolution = "0.000000" +hcrt_expand_gamut = "0.000000" + +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_horizontal_convergence = "0.000000" +hcrt_green_horizontal_convergence = "0.000000" +hcrt_blue_horizontal_convergence = "-1.000000" + +hcrt_red_scanline_min = "1.0000000" +hcrt_red_scanline_max = "1.100000" +hcrt_red_scanline_attack = "0.850000" +hcrt_red_scanline_end = "0.000000" +hcrt_green_scanline_min = "1.000000" +hcrt_green_scanline_max = "1.100000" +hcrt_green_scanline_attack = "0.850000" +hcrt_green_scanline_end = "0.000000" +hcrt_blue_scanline_min = "1.000000" +hcrt_blue_scanline_max = "1.100000" +hcrt_blue_scanline_attack = "0.850000" +hcrt_blue_scanline_end = "0.000000" + +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "0.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "0.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp new file mode 100644 index 0000000..fb69c0c --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp @@ -0,0 +1,32 @@ +#reference "shaders/crt-sony-megatron-ntsc-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_crt_resolution = "0.000000" +hcrt_expand_gamut = "0.000000" + +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_horizontal_convergence = "0.000000" +hcrt_green_horizontal_convergence = "0.000000" +hcrt_blue_horizontal_convergence = "-1.000000" + +hcrt_red_scanline_min = "1.0000000" +hcrt_red_scanline_max = "1.100000" +hcrt_red_scanline_attack = "0.850000" +hcrt_red_scanline_end = "0.000000" +hcrt_green_scanline_min = "1.000000" +hcrt_green_scanline_max = "1.100000" +hcrt_green_scanline_attack = "0.850000" +hcrt_green_scanline_end = "0.000000" +hcrt_blue_scanline_min = "1.000000" +hcrt_blue_scanline_max = "1.100000" +hcrt_blue_scanline_attack = "0.850000" +hcrt_blue_scanline_end = "0.000000" + +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "0.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "0.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "0.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-bang-olufsen-mx8000-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-bang-olufsen-mx8000-hdr.slangp new file mode 100644 index 0000000..8e66fa7 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-bang-olufsen-mx8000-hdr.slangp @@ -0,0 +1,18 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_red_scanline_min = "0.650000" +hcrt_red_scanline_max = "0.900000" +hcrt_red_scanline_attack = "0.500000" +hcrt_green_scanline_min = "0.650000" +hcrt_green_scanline_max = "0.900000" +hcrt_green_scanline_attack = "0.500000" +hcrt_blue_scanline_min = "0.650000" +hcrt_blue_scanline_max = "0.900000" +hcrt_blue_scanline_attack = "0.500000" +hcrt_red_beam_sharpness = "1.600000" +hcrt_red_beam_attack = "1.7500000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "1.750000" +hcrt_blue_beam_sharpness = "1.600000" +hcrt_blue_beam_attack = "1.750000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp new file mode 100644 index 0000000..42da15a --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp @@ -0,0 +1,18 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_red_scanline_min = "0.650000" +hcrt_red_scanline_max = "0.900000" +hcrt_red_scanline_attack = "0.500000" +hcrt_green_scanline_min = "0.650000" +hcrt_green_scanline_max = "0.900000" +hcrt_green_scanline_attack = "0.500000" +hcrt_blue_scanline_min = "0.650000" +hcrt_blue_scanline_max = "0.900000" +hcrt_blue_scanline_attack = "0.500000" +hcrt_red_beam_sharpness = "1.600000" +hcrt_red_beam_attack = "1.7500000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "1.750000" +hcrt_blue_beam_sharpness = "1.600000" +hcrt_blue_beam_attack = "1.750000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-default-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-default-hdr.slangp new file mode 100644 index 0000000..5623e16 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-default-hdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.000000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-default-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-default-sdr.slangp new file mode 100644 index 0000000..22824d0 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-default-sdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.000000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-gba-gbi-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-gba-gbi-hdr.slangp new file mode 100644 index 0000000..8121342 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-gba-gbi-hdr.slangp @@ -0,0 +1,3 @@ +#reference "crt-sony-megatron-sammy-atomiswave-hdr.slangp" +hcrt_crt_screen_type = "0.000000" +hcrt_crt_resolution = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-gba-gbi-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-gba-gbi-sdr.slangp new file mode 100644 index 0000000..4851cdf --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-gba-gbi-sdr.slangp @@ -0,0 +1,3 @@ +#reference "crt-sony-megatron-sammy-atomiswave-sdr.slangp" +hcrt_crt_screen_type = "0.000000" +hcrt_crt_resolution = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-jvc-d-series-AV-36D501-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-jvc-d-series-AV-36D501-hdr.slangp new file mode 100644 index 0000000..c717341 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-jvc-d-series-AV-36D501-hdr.slangp @@ -0,0 +1,22 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_brightness = "0.200000" +hcrt_contrast = "0.000000" +hcrt_saturation = "0.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.2000000" +hcrt_red_scanline_max = "1.050000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.200000" +hcrt_green_scanline_max = "1.050000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.200000" +hcrt_blue_scanline_max = "1.050000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.600000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.600000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp new file mode 100644 index 0000000..67fc5eb --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp @@ -0,0 +1,21 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_brightness = "0.200000" +hcrt_contrast = "0.000000" +hcrt_saturation = "0.000000" +hcrt_red_scanline_min = "0.2000000" +hcrt_red_scanline_max = "1.050000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.200000" +hcrt_green_scanline_max = "1.050000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.200000" +hcrt_blue_scanline_max = "1.050000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.600000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.600000" +hcrt_blue_beam_attack = "1.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-jvc-professional-TM-H1950CG-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-jvc-professional-TM-H1950CG-hdr.slangp new file mode 100644 index 0000000..631fe15 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-jvc-professional-TM-H1950CG-hdr.slangp @@ -0,0 +1,23 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "1.000000" +hcrt_crt_resolution = "2.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "0.040000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.200000" +hcrt_red_scanline_max = "0.750000" +hcrt_red_scanline_attack = "1.000000" +hcrt_green_scanline_min = "0.200000" +hcrt_green_scanline_max = "0.750000" +hcrt_green_scanline_attack = "1.000000" +hcrt_blue_scanline_min = "0.200000" +hcrt_blue_scanline_max = "0.750000" +hcrt_blue_scanline_attack = "1.000000" +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "1.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp new file mode 100644 index 0000000..85513c1 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp @@ -0,0 +1,22 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "1.000000" +hcrt_crt_resolution = "2.000000" +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "0.040000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.200000" +hcrt_red_scanline_max = "0.750000" +hcrt_red_scanline_attack = "1.000000" +hcrt_green_scanline_min = "0.200000" +hcrt_green_scanline_max = "0.750000" +hcrt_green_scanline_attack = "1.000000" +hcrt_blue_scanline_min = "0.200000" +hcrt_blue_scanline_max = "0.750000" +hcrt_blue_scanline_attack = "1.000000" +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "1.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sammy-atomiswave-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sammy-atomiswave-hdr.slangp new file mode 100644 index 0000000..8f76bab --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sammy-atomiswave-hdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.050000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sammy-atomiswave-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sammy-atomiswave-sdr.slangp new file mode 100644 index 0000000..1224443 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sammy-atomiswave-sdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.050000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sega-virtua-fighter-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sega-virtua-fighter-hdr.slangp new file mode 100644 index 0000000..b5b6dec --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sega-virtua-fighter-hdr.slangp @@ -0,0 +1,25 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_vertical_convergence = "0.200000" +hcrt_green_vertical_convergence = "0.200000" +hcrt_blue_vertical_convergence = "-0.230000" +hcrt_red_horizontal_convergence = "0.400000" +hcrt_green_horizontal_convergence = "-0.250000" +hcrt_blue_horizontal_convergence = "-0.100000" +hcrt_red_scanline_min = "1.0000000" +hcrt_red_scanline_max = "2.000000" +hcrt_red_scanline_attack = "1.000000" +hcrt_green_scanline_min = "1.000000" +hcrt_green_scanline_max = "2.000000" +hcrt_green_scanline_attack = "1.000000" +hcrt_blue_scanline_min = "1.000000" +hcrt_blue_scanline_max = "2.000000" +hcrt_blue_scanline_attack = "1.000000" +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "0.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "0.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "0.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sega-virtua-fighter-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sega-virtua-fighter-sdr.slangp new file mode 100644 index 0000000..35671c0 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sega-virtua-fighter-sdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_red_vertical_convergence = "0.200000" +hcrt_green_vertical_convergence = "0.200000" +hcrt_blue_vertical_convergence = "-0.230000" +hcrt_red_horizontal_convergence = "0.400000" +hcrt_green_horizontal_convergence = "-0.250000" +hcrt_blue_horizontal_convergence = "-0.100000" +hcrt_red_scanline_min = "1.0000000" +hcrt_red_scanline_max = "2.000000" +hcrt_red_scanline_attack = "1.000000" +hcrt_green_scanline_min = "1.000000" +hcrt_green_scanline_max = "2.000000" +hcrt_green_scanline_attack = "1.000000" +hcrt_blue_scanline_min = "1.000000" +hcrt_blue_scanline_max = "2.000000" +hcrt_blue_scanline_attack = "1.000000" +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "0.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "0.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "0.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-1910-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-1910-hdr.slangp new file mode 100644 index 0000000..e929586 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-1910-hdr.slangp @@ -0,0 +1,25 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_resolution = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_expand_gamut = "1.000000" +hcrt_brightness = "0.150000" +hcrt_saturation = "0.100000" +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "-0.150000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.400000" +hcrt_red_scanline_max = "0.750000" +hcrt_red_scanline_attack = "0.350000" +hcrt_green_scanline_min = "0.400000" +hcrt_green_scanline_max = "1.000000" +hcrt_green_scanline_attack = "0.350000" +hcrt_blue_scanline_min = "0.400000" +hcrt_blue_scanline_max = "0.750000" +hcrt_blue_scanline_attack = "0.350000" +hcrt_red_beam_sharpness = "1.400000" +hcrt_red_beam_attack = "0.7200000" +hcrt_green_beam_sharpness = "1.400000" +hcrt_green_beam_attack = "0.800000" +hcrt_blue_beam_sharpness = "1.400000" +hcrt_blue_beam_attack = "0.450000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-1910-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-1910-sdr.slangp new file mode 100644 index 0000000..9697126 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-1910-sdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_resolution = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_brightness = "0.150000" +hcrt_saturation = "0.100000" +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "-0.150000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.400000" +hcrt_red_scanline_max = "0.750000" +hcrt_red_scanline_attack = "0.350000" +hcrt_green_scanline_min = "0.400000" +hcrt_green_scanline_max = "1.000000" +hcrt_green_scanline_attack = "0.350000" +hcrt_blue_scanline_min = "0.400000" +hcrt_blue_scanline_max = "0.750000" +hcrt_blue_scanline_attack = "0.350000" +hcrt_red_beam_sharpness = "1.400000" +hcrt_red_beam_attack = "0.7200000" +hcrt_green_beam_sharpness = "1.400000" +hcrt_green_beam_attack = "0.800000" +hcrt_blue_beam_sharpness = "1.400000" +hcrt_blue_beam_attack = "0.450000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-20L4-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-20L4-hdr.slangp new file mode 100644 index 0000000..2cd6d68 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-20L4-hdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_brightness = "0.150000" +hcrt_colour_system = "3.000000" +hcrt_expand_gamut = "1.000000" +hcrt_crt_resolution = "1.000000" +hcrt_red_vertical_convergence = "0.100000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.250000" +hcrt_red_scanline_max = "0.400000" +hcrt_red_scanline_attack = "0.150000" +hcrt_green_scanline_min = "0.250000" +hcrt_green_scanline_max = "0.400000" +hcrt_green_scanline_attack = "0.150000" +hcrt_blue_scanline_min = "0.250000" +hcrt_blue_scanline_max = "0.400000" +hcrt_blue_scanline_attack = "0.150000" +hcrt_red_beam_sharpness = "2.000000" +hcrt_red_beam_attack = "1.0000000" +hcrt_green_beam_sharpness = "2.000000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "2.000000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-20L4-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-20L4-sdr.slangp new file mode 100644 index 0000000..ae5a926 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-20L4-sdr.slangp @@ -0,0 +1,23 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_brightness = "0.150000" +hcrt_colour_system = "3.000000" +hcrt_crt_resolution = "1.000000" +hcrt_red_vertical_convergence = "0.100000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.250000" +hcrt_red_scanline_max = "0.400000" +hcrt_red_scanline_attack = "0.150000" +hcrt_green_scanline_min = "0.250000" +hcrt_green_scanline_max = "0.400000" +hcrt_green_scanline_attack = "0.150000" +hcrt_blue_scanline_min = "0.250000" +hcrt_blue_scanline_max = "0.400000" +hcrt_blue_scanline_attack = "0.150000" +hcrt_red_beam_sharpness = "2.000000" +hcrt_red_beam_attack = "1.0000000" +hcrt_green_beam_sharpness = "2.000000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "2.000000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-2730-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-2730-hdr.slangp new file mode 100644 index 0000000..0676f92 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-2730-hdr.slangp @@ -0,0 +1,23 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_brightness = "0.150000" +hcrt_colour_system = "3.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_vertical_convergence = "-0.140000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.550000" +hcrt_red_scanline_max = "0.820000" +hcrt_red_scanline_attack = "0.650000" +hcrt_green_scanline_min = "0.550000" +hcrt_green_scanline_max = "0.900000" +hcrt_green_scanline_attack = "0.130000" +hcrt_blue_scanline_min = "0.720000" +hcrt_blue_scanline_max = "1.000000" +hcrt_blue_scanline_attack = "0.650000" +hcrt_red_beam_sharpness = "1.750000" +hcrt_red_beam_attack = "0.7200000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "0.800000" +hcrt_blue_beam_sharpness = "1.900000" +hcrt_blue_beam_attack = "0.450000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-2730-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-2730-sdr.slangp new file mode 100644 index 0000000..35c2dd7 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-sony-pvm-2730-sdr.slangp @@ -0,0 +1,22 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_brightness = "0.150000" +hcrt_colour_system = "3.000000" +hcrt_red_vertical_convergence = "-0.140000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.550000" +hcrt_red_scanline_max = "0.820000" +hcrt_red_scanline_attack = "0.650000" +hcrt_green_scanline_min = "0.550000" +hcrt_green_scanline_max = "0.900000" +hcrt_green_scanline_attack = "0.130000" +hcrt_blue_scanline_min = "0.720000" +hcrt_blue_scanline_max = "1.000000" +hcrt_blue_scanline_attack = "0.650000" +hcrt_red_beam_sharpness = "1.750000" +hcrt_red_beam_attack = "0.7200000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "0.800000" +hcrt_blue_beam_sharpness = "1.900000" +hcrt_blue_beam_attack = "0.450000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-toshiba-microfilter-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-toshiba-microfilter-hdr.slangp new file mode 100644 index 0000000..ce286a9 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-toshiba-microfilter-hdr.slangp @@ -0,0 +1,3 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "1.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-toshiba-microfilter-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-toshiba-microfilter-sdr.slangp new file mode 100644 index 0000000..4d01149 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-toshiba-microfilter-sdr.slangp @@ -0,0 +1,3 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "1.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-viewsonic-A90f+-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-viewsonic-A90f+-hdr.slangp new file mode 100644 index 0000000..63c8290 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-viewsonic-A90f+-hdr.slangp @@ -0,0 +1,19 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "1.000000" +hcrt_crt_resolution = "2.000000" +hcrt_red_scanline_min = "0.5000000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.350000" +hcrt_green_scanline_min = "0.550000" +hcrt_green_scanline_max = "1.000000" +hcrt_green_scanline_attack = "0.350000" +hcrt_blue_scanline_min = "0.550000" +hcrt_blue_scanline_max = "1.000000" +hcrt_blue_scanline_attack = "0.350000" +hcrt_red_beam_sharpness = "1.200000" +hcrt_red_beam_attack = "0.5000000" +hcrt_green_beam_sharpness = "1.200000" +hcrt_green_beam_attack = "0.500000" +hcrt_blue_beam_sharpness = "1.200000" +hcrt_blue_beam_attack = "0.500000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-viewsonic-A90f+-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-viewsonic-A90f+-sdr.slangp new file mode 100644 index 0000000..53f3c80 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/crt-sony-megatron-viewsonic-A90f+-sdr.slangp @@ -0,0 +1,19 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "1.000000" +hcrt_crt_resolution = "2.000000" +hcrt_red_scanline_min = "0.5000000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.350000" +hcrt_green_scanline_min = "0.550000" +hcrt_green_scanline_max = "1.000000" +hcrt_green_scanline_attack = "0.350000" +hcrt_blue_scanline_min = "0.550000" +hcrt_blue_scanline_max = "1.000000" +hcrt_blue_scanline_attack = "0.350000" +hcrt_red_beam_sharpness = "1.200000" +hcrt_red_beam_attack = "0.5000000" +hcrt_green_beam_sharpness = "1.200000" +hcrt_green_beam_attack = "0.500000" +hcrt_blue_beam_sharpness = "1.200000" +hcrt_blue_beam_attack = "0.500000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/shaders/crt-sony-megatron-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/shaders/crt-sony-megatron-hdr.slangp new file mode 100644 index 0000000..f50f832 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/shaders/crt-sony-megatron-hdr.slangp @@ -0,0 +1,30 @@ +/* +Sony Megatron Colour Video Monitor +Author: Major Pain The Cactus + +A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness. + +The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies +an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol). + +My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match. + +To use: +Please Enable HDR in RetroArch 1.10+ +[UPDATE] This shader supports SDR as well - just enable it in the shader parameters + +NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters + +For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor. + +Also try to use a integer scaling - its just better - overscaling is fine/great. + +This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them + +Works only with the D3D11/D3D12/Vulkan drivers currently + +DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory +*/ + +#reference "../../../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__MEGATRON.slangp" +#reference "../../_params/megatron-hdr.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/shaders/crt-sony-megatron-ntsc-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/shaders/crt-sony-megatron-ntsc-hdr.slangp new file mode 100644 index 0000000..c2e596b --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/shaders/crt-sony-megatron-ntsc-hdr.slangp @@ -0,0 +1,30 @@ +/* +Sony Megatron Colour Video Monitor +Author: Major Pain The Cactus + +A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness. + +The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies +an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol). + +My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match. + +To use: +Please Enable HDR in RetroArch 1.10+ +[UPDATE] This shader supports SDR as well - just enable it in the shader parameters + +NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters + +For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor. + +Also try to use a integer scaling - its just better - overscaling is fine/great. + +This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them + +Works only with the D3D11/D3D12/Vulkan drivers currently + +DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory +*/ + +#reference "../../../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__MEGATRON-NTSC.slangp" +#reference "../../_params/megatron-hdr.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/shaders/crt-sony-megatron-ntsc-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/shaders/crt-sony-megatron-ntsc-sdr.slangp new file mode 100644 index 0000000..9a34408 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/shaders/crt-sony-megatron-ntsc-sdr.slangp @@ -0,0 +1,30 @@ +/* +Sony Megatron Colour Video Monitor +Author: Major Pain The Cactus + +A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness. + +The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies +an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol). + +My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match. + +To use: +Please Enable HDR in RetroArch 1.10+ +[UPDATE] This shader supports SDR as well - just enable it in the shader parameters + +NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters + +For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor. + +Also try to use a integer scaling - its just better - overscaling is fine/great. + +This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them + +Works only with the D3D11/D3D12/Vulkan drivers currently + +DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory +*/ + +#reference "../../../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__MEGATRON-NTSC.slangp" +#reference "../../_params/megatron-sdr.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/shaders/crt-sony-megatron-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/shaders/crt-sony-megatron-sdr.slangp new file mode 100644 index 0000000..9ebfd7f --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD-SCREEN-ONLY/shaders/crt-sony-megatron-sdr.slangp @@ -0,0 +1,30 @@ +/* +Sony Megatron Colour Video Monitor +Author: Major Pain The Cactus + +A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness. + +The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies +an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol). + +My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match. + +To use: +Please Enable HDR in RetroArch 1.10+ +[UPDATE] This shader supports SDR as well - just enable it in the shader parameters + +NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters + +For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor. + +Also try to use a integer scaling - its just better - overscaling is fine/great. + +This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them + +Works only with the D3D11/D3D12/Vulkan drivers currently + +DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory +*/ + +#reference "../../../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__MEGATRON.slangp" +#reference "../../_params/megatron-sdr.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-aeg-CTV-4800-VT-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-aeg-CTV-4800-VT-hdr.slangp new file mode 100644 index 0000000..14f867d --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-aeg-CTV-4800-VT-hdr.slangp @@ -0,0 +1,33 @@ +#reference "shaders/crt-sony-megatron-ntsc-hdr.slangp" + +hcrt_hdr = "1.000000" +hcrt_crt_screen_type = "2.000000" +hcrt_crt_resolution = "0.000000" +hcrt_expand_gamut = "0.000000" + +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_horizontal_convergence = "0.000000" +hcrt_green_horizontal_convergence = "0.000000" +hcrt_blue_horizontal_convergence = "-1.000000" + +hcrt_red_scanline_min = "1.0000000" +hcrt_red_scanline_max = "1.100000" +hcrt_red_scanline_attack = "0.850000" +hcrt_red_scanline_end = "0.000000" +hcrt_green_scanline_min = "1.000000" +hcrt_green_scanline_max = "1.100000" +hcrt_green_scanline_attack = "0.850000" +hcrt_green_scanline_end = "0.000000" +hcrt_blue_scanline_min = "1.000000" +hcrt_blue_scanline_max = "1.100000" +hcrt_blue_scanline_attack = "0.850000" +hcrt_blue_scanline_end = "0.000000" + +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "0.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "0.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp new file mode 100644 index 0000000..fb69c0c --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-aeg-CTV-4800-VT-sdr.slangp @@ -0,0 +1,32 @@ +#reference "shaders/crt-sony-megatron-ntsc-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_crt_resolution = "0.000000" +hcrt_expand_gamut = "0.000000" + +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_horizontal_convergence = "0.000000" +hcrt_green_horizontal_convergence = "0.000000" +hcrt_blue_horizontal_convergence = "-1.000000" + +hcrt_red_scanline_min = "1.0000000" +hcrt_red_scanline_max = "1.100000" +hcrt_red_scanline_attack = "0.850000" +hcrt_red_scanline_end = "0.000000" +hcrt_green_scanline_min = "1.000000" +hcrt_green_scanline_max = "1.100000" +hcrt_green_scanline_attack = "0.850000" +hcrt_green_scanline_end = "0.000000" +hcrt_blue_scanline_min = "1.000000" +hcrt_blue_scanline_max = "1.100000" +hcrt_blue_scanline_attack = "0.850000" +hcrt_blue_scanline_end = "0.000000" + +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "0.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "0.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "0.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-bang-olufsen-mx8000-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-bang-olufsen-mx8000-hdr.slangp new file mode 100644 index 0000000..8e66fa7 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-bang-olufsen-mx8000-hdr.slangp @@ -0,0 +1,18 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_red_scanline_min = "0.650000" +hcrt_red_scanline_max = "0.900000" +hcrt_red_scanline_attack = "0.500000" +hcrt_green_scanline_min = "0.650000" +hcrt_green_scanline_max = "0.900000" +hcrt_green_scanline_attack = "0.500000" +hcrt_blue_scanline_min = "0.650000" +hcrt_blue_scanline_max = "0.900000" +hcrt_blue_scanline_attack = "0.500000" +hcrt_red_beam_sharpness = "1.600000" +hcrt_red_beam_attack = "1.7500000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "1.750000" +hcrt_blue_beam_sharpness = "1.600000" +hcrt_blue_beam_attack = "1.750000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp new file mode 100644 index 0000000..42da15a --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-bang-olufsen-mx8000-sdr.slangp @@ -0,0 +1,18 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_red_scanline_min = "0.650000" +hcrt_red_scanline_max = "0.900000" +hcrt_red_scanline_attack = "0.500000" +hcrt_green_scanline_min = "0.650000" +hcrt_green_scanline_max = "0.900000" +hcrt_green_scanline_attack = "0.500000" +hcrt_blue_scanline_min = "0.650000" +hcrt_blue_scanline_max = "0.900000" +hcrt_blue_scanline_attack = "0.500000" +hcrt_red_beam_sharpness = "1.600000" +hcrt_red_beam_attack = "1.7500000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "1.750000" +hcrt_blue_beam_sharpness = "1.600000" +hcrt_blue_beam_attack = "1.750000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-default-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-default-hdr.slangp new file mode 100644 index 0000000..5623e16 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-default-hdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.000000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-default-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-default-sdr.slangp new file mode 100644 index 0000000..22824d0 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-default-sdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.000000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-gba-gbi-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-gba-gbi-hdr.slangp new file mode 100644 index 0000000..8121342 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-gba-gbi-hdr.slangp @@ -0,0 +1,3 @@ +#reference "crt-sony-megatron-sammy-atomiswave-hdr.slangp" +hcrt_crt_screen_type = "0.000000" +hcrt_crt_resolution = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-gba-gbi-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-gba-gbi-sdr.slangp new file mode 100644 index 0000000..4851cdf --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-gba-gbi-sdr.slangp @@ -0,0 +1,3 @@ +#reference "crt-sony-megatron-sammy-atomiswave-sdr.slangp" +hcrt_crt_screen_type = "0.000000" +hcrt_crt_resolution = "0.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-jvc-d-series-AV-36D501-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-jvc-d-series-AV-36D501-hdr.slangp new file mode 100644 index 0000000..c717341 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-jvc-d-series-AV-36D501-hdr.slangp @@ -0,0 +1,22 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_brightness = "0.200000" +hcrt_contrast = "0.000000" +hcrt_saturation = "0.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.2000000" +hcrt_red_scanline_max = "1.050000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.200000" +hcrt_green_scanline_max = "1.050000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.200000" +hcrt_blue_scanline_max = "1.050000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.600000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.600000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp new file mode 100644 index 0000000..67fc5eb --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-jvc-d-series-AV-36D501-sdr.slangp @@ -0,0 +1,21 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_brightness = "0.200000" +hcrt_contrast = "0.000000" +hcrt_saturation = "0.000000" +hcrt_red_scanline_min = "0.2000000" +hcrt_red_scanline_max = "1.050000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.200000" +hcrt_green_scanline_max = "1.050000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.200000" +hcrt_blue_scanline_max = "1.050000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.600000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.600000" +hcrt_blue_beam_attack = "1.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-jvc-professional-TM-H1950CG-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-jvc-professional-TM-H1950CG-hdr.slangp new file mode 100644 index 0000000..631fe15 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-jvc-professional-TM-H1950CG-hdr.slangp @@ -0,0 +1,23 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "1.000000" +hcrt_crt_resolution = "2.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "0.040000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.200000" +hcrt_red_scanline_max = "0.750000" +hcrt_red_scanline_attack = "1.000000" +hcrt_green_scanline_min = "0.200000" +hcrt_green_scanline_max = "0.750000" +hcrt_green_scanline_attack = "1.000000" +hcrt_blue_scanline_min = "0.200000" +hcrt_blue_scanline_max = "0.750000" +hcrt_blue_scanline_attack = "1.000000" +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "1.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp new file mode 100644 index 0000000..85513c1 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-jvc-professional-TM-H1950CG-sdr.slangp @@ -0,0 +1,22 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "1.000000" +hcrt_crt_resolution = "2.000000" +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "0.040000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.200000" +hcrt_red_scanline_max = "0.750000" +hcrt_red_scanline_attack = "1.000000" +hcrt_green_scanline_min = "0.200000" +hcrt_green_scanline_max = "0.750000" +hcrt_green_scanline_attack = "1.000000" +hcrt_blue_scanline_min = "0.200000" +hcrt_blue_scanline_max = "0.750000" +hcrt_blue_scanline_attack = "1.000000" +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "1.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sammy-atomiswave-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sammy-atomiswave-hdr.slangp new file mode 100644 index 0000000..8f76bab --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sammy-atomiswave-hdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.050000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sammy-atomiswave-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sammy-atomiswave-sdr.slangp new file mode 100644 index 0000000..1224443 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sammy-atomiswave-sdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_colour_system = "3.000000" +hcrt_contrast = "0.000000" +hcrt_brightness = "0.050000" +hcrt_saturation = "0.450000" +hcrt_gamma_in = "2.220000" +hcrt_expand_gamut = "1.000000" +hcrt_red_scanline_min = "0.8900000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.300000" +hcrt_green_scanline_min = "0.600000" +hcrt_green_scanline_max = "0.800000" +hcrt_green_scanline_attack = "0.300000" +hcrt_blue_scanline_min = "0.600000" +hcrt_blue_scanline_max = "0.800000" +hcrt_blue_scanline_attack = "0.300000" +hcrt_red_beam_sharpness = "1.300000" +hcrt_red_beam_attack = "1.000000" +hcrt_green_beam_sharpness = "1.300000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "1.300000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sega-virtua-fighter-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sega-virtua-fighter-hdr.slangp new file mode 100644 index 0000000..b5b6dec --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sega-virtua-fighter-hdr.slangp @@ -0,0 +1,25 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_vertical_convergence = "0.200000" +hcrt_green_vertical_convergence = "0.200000" +hcrt_blue_vertical_convergence = "-0.230000" +hcrt_red_horizontal_convergence = "0.400000" +hcrt_green_horizontal_convergence = "-0.250000" +hcrt_blue_horizontal_convergence = "-0.100000" +hcrt_red_scanline_min = "1.0000000" +hcrt_red_scanline_max = "2.000000" +hcrt_red_scanline_attack = "1.000000" +hcrt_green_scanline_min = "1.000000" +hcrt_green_scanline_max = "2.000000" +hcrt_green_scanline_attack = "1.000000" +hcrt_blue_scanline_min = "1.000000" +hcrt_blue_scanline_max = "2.000000" +hcrt_blue_scanline_attack = "1.000000" +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "0.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "0.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "0.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sega-virtua-fighter-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sega-virtua-fighter-sdr.slangp new file mode 100644 index 0000000..35671c0 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sega-virtua-fighter-sdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "2.000000" +hcrt_red_vertical_convergence = "0.200000" +hcrt_green_vertical_convergence = "0.200000" +hcrt_blue_vertical_convergence = "-0.230000" +hcrt_red_horizontal_convergence = "0.400000" +hcrt_green_horizontal_convergence = "-0.250000" +hcrt_blue_horizontal_convergence = "-0.100000" +hcrt_red_scanline_min = "1.0000000" +hcrt_red_scanline_max = "2.000000" +hcrt_red_scanline_attack = "1.000000" +hcrt_green_scanline_min = "1.000000" +hcrt_green_scanline_max = "2.000000" +hcrt_green_scanline_attack = "1.000000" +hcrt_blue_scanline_min = "1.000000" +hcrt_blue_scanline_max = "2.000000" +hcrt_blue_scanline_attack = "1.000000" +hcrt_red_beam_sharpness = "1.000000" +hcrt_red_beam_attack = "0.0000000" +hcrt_green_beam_sharpness = "1.000000" +hcrt_green_beam_attack = "0.000000" +hcrt_blue_beam_sharpness = "1.000000" +hcrt_blue_beam_attack = "0.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-1910-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-1910-hdr.slangp new file mode 100644 index 0000000..e929586 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-1910-hdr.slangp @@ -0,0 +1,25 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_resolution = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_expand_gamut = "1.000000" +hcrt_brightness = "0.150000" +hcrt_saturation = "0.100000" +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "-0.150000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.400000" +hcrt_red_scanline_max = "0.750000" +hcrt_red_scanline_attack = "0.350000" +hcrt_green_scanline_min = "0.400000" +hcrt_green_scanline_max = "1.000000" +hcrt_green_scanline_attack = "0.350000" +hcrt_blue_scanline_min = "0.400000" +hcrt_blue_scanline_max = "0.750000" +hcrt_blue_scanline_attack = "0.350000" +hcrt_red_beam_sharpness = "1.400000" +hcrt_red_beam_attack = "0.7200000" +hcrt_green_beam_sharpness = "1.400000" +hcrt_green_beam_attack = "0.800000" +hcrt_blue_beam_sharpness = "1.400000" +hcrt_blue_beam_attack = "0.450000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-1910-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-1910-sdr.slangp new file mode 100644 index 0000000..9697126 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-1910-sdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_resolution = "0.000000" +hcrt_colour_system = "3.000000" +hcrt_brightness = "0.150000" +hcrt_saturation = "0.100000" +hcrt_red_vertical_convergence = "0.000000" +hcrt_green_vertical_convergence = "-0.150000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.400000" +hcrt_red_scanline_max = "0.750000" +hcrt_red_scanline_attack = "0.350000" +hcrt_green_scanline_min = "0.400000" +hcrt_green_scanline_max = "1.000000" +hcrt_green_scanline_attack = "0.350000" +hcrt_blue_scanline_min = "0.400000" +hcrt_blue_scanline_max = "0.750000" +hcrt_blue_scanline_attack = "0.350000" +hcrt_red_beam_sharpness = "1.400000" +hcrt_red_beam_attack = "0.7200000" +hcrt_green_beam_sharpness = "1.400000" +hcrt_green_beam_attack = "0.800000" +hcrt_blue_beam_sharpness = "1.400000" +hcrt_blue_beam_attack = "0.450000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-20L4-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-20L4-hdr.slangp new file mode 100644 index 0000000..2cd6d68 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-20L4-hdr.slangp @@ -0,0 +1,24 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_brightness = "0.150000" +hcrt_colour_system = "3.000000" +hcrt_expand_gamut = "1.000000" +hcrt_crt_resolution = "1.000000" +hcrt_red_vertical_convergence = "0.100000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.250000" +hcrt_red_scanline_max = "0.400000" +hcrt_red_scanline_attack = "0.150000" +hcrt_green_scanline_min = "0.250000" +hcrt_green_scanline_max = "0.400000" +hcrt_green_scanline_attack = "0.150000" +hcrt_blue_scanline_min = "0.250000" +hcrt_blue_scanline_max = "0.400000" +hcrt_blue_scanline_attack = "0.150000" +hcrt_red_beam_sharpness = "2.000000" +hcrt_red_beam_attack = "1.0000000" +hcrt_green_beam_sharpness = "2.000000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "2.000000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-20L4-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-20L4-sdr.slangp new file mode 100644 index 0000000..ae5a926 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-20L4-sdr.slangp @@ -0,0 +1,23 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_brightness = "0.150000" +hcrt_colour_system = "3.000000" +hcrt_crt_resolution = "1.000000" +hcrt_red_vertical_convergence = "0.100000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.250000" +hcrt_red_scanline_max = "0.400000" +hcrt_red_scanline_attack = "0.150000" +hcrt_green_scanline_min = "0.250000" +hcrt_green_scanline_max = "0.400000" +hcrt_green_scanline_attack = "0.150000" +hcrt_blue_scanline_min = "0.250000" +hcrt_blue_scanline_max = "0.400000" +hcrt_blue_scanline_attack = "0.150000" +hcrt_red_beam_sharpness = "2.000000" +hcrt_red_beam_attack = "1.0000000" +hcrt_green_beam_sharpness = "2.000000" +hcrt_green_beam_attack = "1.000000" +hcrt_blue_beam_sharpness = "2.000000" +hcrt_blue_beam_attack = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-2730-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-2730-hdr.slangp new file mode 100644 index 0000000..0676f92 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-2730-hdr.slangp @@ -0,0 +1,23 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_brightness = "0.150000" +hcrt_colour_system = "3.000000" +hcrt_expand_gamut = "1.000000" +hcrt_red_vertical_convergence = "-0.140000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.550000" +hcrt_red_scanline_max = "0.820000" +hcrt_red_scanline_attack = "0.650000" +hcrt_green_scanline_min = "0.550000" +hcrt_green_scanline_max = "0.900000" +hcrt_green_scanline_attack = "0.130000" +hcrt_blue_scanline_min = "0.720000" +hcrt_blue_scanline_max = "1.000000" +hcrt_blue_scanline_attack = "0.650000" +hcrt_red_beam_sharpness = "1.750000" +hcrt_red_beam_attack = "0.7200000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "0.800000" +hcrt_blue_beam_sharpness = "1.900000" +hcrt_blue_beam_attack = "0.450000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-2730-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-2730-sdr.slangp new file mode 100644 index 0000000..35c2dd7 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-sony-pvm-2730-sdr.slangp @@ -0,0 +1,22 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_brightness = "0.150000" +hcrt_colour_system = "3.000000" +hcrt_red_vertical_convergence = "-0.140000" +hcrt_green_vertical_convergence = "0.000000" +hcrt_blue_vertical_convergence = "0.000000" +hcrt_red_scanline_min = "0.550000" +hcrt_red_scanline_max = "0.820000" +hcrt_red_scanline_attack = "0.650000" +hcrt_green_scanline_min = "0.550000" +hcrt_green_scanline_max = "0.900000" +hcrt_green_scanline_attack = "0.130000" +hcrt_blue_scanline_min = "0.720000" +hcrt_blue_scanline_max = "1.000000" +hcrt_blue_scanline_attack = "0.650000" +hcrt_red_beam_sharpness = "1.750000" +hcrt_red_beam_attack = "0.7200000" +hcrt_green_beam_sharpness = "1.600000" +hcrt_green_beam_attack = "0.800000" +hcrt_blue_beam_sharpness = "1.900000" +hcrt_blue_beam_attack = "0.450000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-toshiba-microfilter-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-toshiba-microfilter-hdr.slangp new file mode 100644 index 0000000..ce286a9 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-toshiba-microfilter-hdr.slangp @@ -0,0 +1,3 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "1.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-toshiba-microfilter-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-toshiba-microfilter-sdr.slangp new file mode 100644 index 0000000..4d01149 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-toshiba-microfilter-sdr.slangp @@ -0,0 +1,3 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "1.000000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-viewsonic-A90f+-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-viewsonic-A90f+-hdr.slangp new file mode 100644 index 0000000..63c8290 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-viewsonic-A90f+-hdr.slangp @@ -0,0 +1,19 @@ +#reference "shaders/crt-sony-megatron-hdr.slangp" + +hcrt_crt_screen_type = "1.000000" +hcrt_crt_resolution = "2.000000" +hcrt_red_scanline_min = "0.5000000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.350000" +hcrt_green_scanline_min = "0.550000" +hcrt_green_scanline_max = "1.000000" +hcrt_green_scanline_attack = "0.350000" +hcrt_blue_scanline_min = "0.550000" +hcrt_blue_scanline_max = "1.000000" +hcrt_blue_scanline_attack = "0.350000" +hcrt_red_beam_sharpness = "1.200000" +hcrt_red_beam_attack = "0.5000000" +hcrt_green_beam_sharpness = "1.200000" +hcrt_green_beam_attack = "0.500000" +hcrt_blue_beam_sharpness = "1.200000" +hcrt_blue_beam_attack = "0.500000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-viewsonic-A90f+-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-viewsonic-A90f+-sdr.slangp new file mode 100644 index 0000000..53f3c80 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/crt-sony-megatron-viewsonic-A90f+-sdr.slangp @@ -0,0 +1,19 @@ +#reference "shaders/crt-sony-megatron-sdr.slangp" + +hcrt_crt_screen_type = "1.000000" +hcrt_crt_resolution = "2.000000" +hcrt_red_scanline_min = "0.5000000" +hcrt_red_scanline_max = "1.000000" +hcrt_red_scanline_attack = "0.350000" +hcrt_green_scanline_min = "0.550000" +hcrt_green_scanline_max = "1.000000" +hcrt_green_scanline_attack = "0.350000" +hcrt_blue_scanline_min = "0.550000" +hcrt_blue_scanline_max = "1.000000" +hcrt_blue_scanline_attack = "0.350000" +hcrt_red_beam_sharpness = "1.200000" +hcrt_red_beam_attack = "0.5000000" +hcrt_green_beam_sharpness = "1.200000" +hcrt_green_beam_attack = "0.500000" +hcrt_blue_beam_sharpness = "1.200000" +hcrt_blue_beam_attack = "0.500000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/shaders/crt-sony-megatron-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/shaders/crt-sony-megatron-hdr.slangp new file mode 100644 index 0000000..ab2a254 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/shaders/crt-sony-megatron-hdr.slangp @@ -0,0 +1,30 @@ +/* +Sony Megatron Colour Video Monitor +Author: Major Pain The Cactus + +A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness. + +The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies +an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol). + +My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match. + +To use: +Please Enable HDR in RetroArch 1.10+ +[UPDATE] This shader supports SDR as well - just enable it in the shader parameters + +NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters + +For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor. + +Also try to use a integer scaling - its just better - overscaling is fine/great. + +This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them + +Works only with the D3D11/D3D12/Vulkan drivers currently + +DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory +*/ + +#reference "../../../../Base_CRT_Presets/MBZ__3__STD__MEGATRON.slangp" +#reference "../../_params/megatron-hdr.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/shaders/crt-sony-megatron-ntsc-hdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/shaders/crt-sony-megatron-ntsc-hdr.slangp new file mode 100644 index 0000000..da5d321 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/shaders/crt-sony-megatron-ntsc-hdr.slangp @@ -0,0 +1,30 @@ +/* +Sony Megatron Colour Video Monitor +Author: Major Pain The Cactus + +A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness. + +The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies +an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol). + +My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match. + +To use: +Please Enable HDR in RetroArch 1.10+ +[UPDATE] This shader supports SDR as well - just enable it in the shader parameters + +NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters + +For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor. + +Also try to use a integer scaling - its just better - overscaling is fine/great. + +This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them + +Works only with the D3D11/D3D12/Vulkan drivers currently + +DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory +*/ + +#reference "../../../../Base_CRT_Presets/MBZ__3__STD__MEGATRON-NTSC.slangp" +#reference "../../_params/megatron-hdr.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/shaders/crt-sony-megatron-ntsc-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/shaders/crt-sony-megatron-ntsc-sdr.slangp new file mode 100644 index 0000000..280031f --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/shaders/crt-sony-megatron-ntsc-sdr.slangp @@ -0,0 +1,30 @@ +/* +Sony Megatron Colour Video Monitor +Author: Major Pain The Cactus + +A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness. + +The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies +an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol). + +My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match. + +To use: +Please Enable HDR in RetroArch 1.10+ +[UPDATE] This shader supports SDR as well - just enable it in the shader parameters + +NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters + +For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor. + +Also try to use a integer scaling - its just better - overscaling is fine/great. + +This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them + +Works only with the D3D11/D3D12/Vulkan drivers currently + +DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory +*/ + +#reference "../../../../Base_CRT_Presets/MBZ__3__STD__MEGATRON-NTSC.slangp" +#reference "../../_params/megatron-sdr.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/shaders/crt-sony-megatron-sdr.slangp b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/shaders/crt-sony-megatron-sdr.slangp new file mode 100644 index 0000000..cb780be --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/STD/shaders/crt-sony-megatron-sdr.slangp @@ -0,0 +1,30 @@ +/* +Sony Megatron Colour Video Monitor +Author: Major Pain The Cactus + +A shader that specifically tries to emulate arcade monitor's with an shadow mask screen but with full brightness. + +The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies +an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol). + +My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match. + +To use: +Please Enable HDR in RetroArch 1.10+ +[UPDATE] This shader supports SDR as well - just enable it in the shader parameters + +NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters + +For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor. + +Also try to use a integer scaling - its just better - overscaling is fine/great. + +This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them + +Works only with the D3D11/D3D12/Vulkan drivers currently + +DONT USE THIS PRESET DIRECTLY - Use any of the others in this directory +*/ + +#reference "../../../../Base_CRT_Presets/MBZ__3__STD__MEGATRON.slangp" +#reference "../../_params/megatron-sdr.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/_params/megatron-base.params b/bezel/Mega_Bezel/Presets/Variations/Megatron/_params/megatron-base.params new file mode 100644 index 0000000..3cb98fe --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/_params/megatron-base.params @@ -0,0 +1,3 @@ +HSM_INT_SCALE_MODE = "1.000000" +HSM_CRT_CURVATURE_SCALE = "0.000000" +g_grade_on = 0 \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/_params/megatron-hdr.params b/bezel/Mega_Bezel/Presets/Variations/Megatron/_params/megatron-hdr.params new file mode 100644 index 0000000..ffd37bb --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/_params/megatron-hdr.params @@ -0,0 +1,4 @@ +#reference megatron-base.params + +HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "20.000000" +hcrt_hdr = "1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Megatron/_params/megatron-sdr.params b/bezel/Mega_Bezel/Presets/Variations/Megatron/_params/megatron-sdr.params new file mode 100644 index 0000000..3451780 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Megatron/_params/megatron-sdr.params @@ -0,0 +1,4 @@ +#reference megatron-base.params + +// HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "80.000000" +hcrt_hdr = "0.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/N64__SMOOTH-ADV__DREZ-480p.slangp b/bezel/Mega_Bezel/Presets/Variations/N64__SMOOTH-ADV__DREZ-480p.slangp index 156cf88..6478e51 100644 --- a/bezel/Mega_Bezel/Presets/Variations/N64__SMOOTH-ADV__DREZ-480p.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/N64__SMOOTH-ADV__DREZ-480p.slangp @@ -1,4 +1,4 @@ -#reference "../Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__DREZ-480p__GDV.slangp" +#reference "../Base_CRT_Presets_DREZ/MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp" BackgroundImage = ../../shaders/textures/HSM_Duimon_Super_Famicom_3840x2160.png @@ -25,4 +25,3 @@ HSM_BZL_COLOR_VALUE = "30.000000" HSM_AMBIENT_LIGHTING_OPACITY = "98.000000" HSM_BG_FILL_MODE = 1 -HSM_BG_SCALE_KEEP_ASPECT = 0 diff --git a/bezel/Mega_Bezel/Presets/Variations/N64__STD.slangp b/bezel/Mega_Bezel/Presets/Variations/N64__STD.slangp index 38fef08..3366a19 100644 --- a/bezel/Mega_Bezel/Presets/Variations/N64__STD.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/N64__STD.slangp @@ -18,4 +18,3 @@ HSM_BZL_COLOR_VALUE = "30.000000" HSM_AMBIENT_LIGHTING_OPACITY = "98.000000" HSM_BG_FILL_MODE = 1 -HSM_BG_SCALE_KEEP_ASPECT = 0 diff --git a/bezel/Mega_Bezel/Presets/Variations/NoScanlines__ADV.slangp b/bezel/Mega_Bezel/Presets/Variations/NoScanlines__ADV.slangp new file mode 100644 index 0000000..3354ec1 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/NoScanlines__ADV.slangp @@ -0,0 +1,12 @@ +#reference "../Base_CRT_Presets/MBZ__1__ADV__GDV.slangp" + +gamma_out = "1.800001" +post_br = "0.950000" + +no_scanlines = "1.000000" + +SHARPSMOOTHER_ON = "1.000000" +smoot = "0.300000" + +g_cntrst = "-0.400000" +g_sat = "-0.100000" diff --git a/bezel/Mega_Bezel/Presets/Variations/Reflect-Only__ADV.slangp b/bezel/Mega_Bezel/Presets/Variations/Reflect-Only__ADV.slangp index 8b71ab8..9fa1b43 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Reflect-Only__ADV.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Reflect-Only__ADV.slangp @@ -1,43 +1,3 @@ #reference "../Base_CRT_Presets/MBZ__2__ADV-GLASS__GDV.slangp" -BackgroundImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -NightLightingImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -FrameTextureImage = ../../shaders/textures/Placeholder_Transparent_16x16.png - -// Parameters -HSM_BZL_WIDTH = "350.000000" -HSM_BZL_HEIGHT = "200.000000" -HSM_BG_OPACITY = "0.000000" - -HSM_TUBE_BLACK_EDGE_SHARPNESS = "70.0000" -HSM_TUBE_BLACK_EDGE_THICKNESS = 100 -HSM_GLASS_BORDER_ON = "0.000000" -HSM_BZL_INNER_EDGE_THICKNESS = 110 -HSM_BZL_INNER_EDGE_SHARPNESS = 95 -HSM_BZL_INNER_CORNER_RADIUS_SCALE = "60.000000" -HSM_BZL_INNER_EDGE_SHADOW = "70.000000" -HSM_REFLECT_FRAME_INNER_EDGE_AMOUNT = 0 -HSM_REFLECT_GLOBAL_AMOUNT = "40.00000" -HSM_REFLECT_GLOBAL_GAMMA_ADJUST = "1.200000" -HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT = "130.0000" -HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW = "40.0000" -HSM_REFLECT_FULLSCREEN_GLOW = "75.000000" -HSM_REFLECT_FULLSCREEN_GLOW_GAMMA = "3.00000" -HSM_REFLECT_FADE_AMOUNT = "100.0000" -HSM_REFLECT_RADIAL_FADE_WIDTH = "100.000000" -HSM_REFLECT_RADIAL_FADE_HEIGHT = "100.000000" -HSM_REFLECT_LATERAL_OUTER_FADE_POSITION = "-18.000000" -HSM_REFLECT_LATERAL_OUTER_FADE_DISTANCE = "30.000000" -HSM_REFLECT_CORNER_FADE = "10.000000" -HSM_REFLECT_BLUR_MIN = "0.0000" -HSM_REFLECT_BLUR_MAX = "40.000000" -HSM_REFLECT_BLUR_FALLOFF_DISTANCE = "500.000000" -HSM_REFLECT_NOISE_AMOUNT = "50.000000" -HSM_REFLECT_NOISE_SAMPLES = "1.000000" -HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "100.0000" -HSM_SCREEN_VIGNETTE_STRENGTH = "40.000000" -HSM_SCREEN_VIGNETTE_POWER = "26.000000" -HSM_SCREEN_VIGNETTE_IN_REFLECTION = "100.000000" - -g_vignette = "0.0" \ No newline at end of file +#reference "../../resource/param_values/reflect/reflect-only.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Reflect-Only__STD.slangp b/bezel/Mega_Bezel/Presets/Variations/Reflect-Only__STD.slangp index b98f643..5727b09 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Reflect-Only__STD.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Reflect-Only__STD.slangp @@ -1,43 +1,3 @@ #reference "../Base_CRT_Presets/MBZ__3__STD-GLASS__GDV.slangp" -BackgroundImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -NightLightingImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -FrameTextureImage = ../../shaders/textures/Placeholder_Transparent_16x16.png - -// Parameters -HSM_BZL_WIDTH = "350.000000" -HSM_BZL_HEIGHT = "200.000000" -HSM_BG_OPACITY = "0.000000" - -HSM_TUBE_BLACK_EDGE_SHARPNESS = "70.0000" -HSM_TUBE_BLACK_EDGE_THICKNESS = 100 -HSM_GLASS_BORDER_ON = "0.000000" -HSM_BZL_INNER_EDGE_THICKNESS = 110 -HSM_BZL_INNER_EDGE_SHARPNESS = 95 -HSM_BZL_INNER_CORNER_RADIUS_SCALE = "60.000000" -HSM_BZL_INNER_EDGE_SHADOW = "70.000000" -HSM_REFLECT_FRAME_INNER_EDGE_AMOUNT = 0 -HSM_REFLECT_GLOBAL_AMOUNT = "40.00000" -HSM_REFLECT_GLOBAL_GAMMA_ADJUST = "1.200000" -HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT = "130.0000" -HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW = "40.0000" -HSM_REFLECT_FULLSCREEN_GLOW = "75.000000" -HSM_REFLECT_FULLSCREEN_GLOW_GAMMA = "3.00000" -HSM_REFLECT_FADE_AMOUNT = "100.0000" -HSM_REFLECT_RADIAL_FADE_WIDTH = "100.000000" -HSM_REFLECT_RADIAL_FADE_HEIGHT = "100.000000" -HSM_REFLECT_LATERAL_OUTER_FADE_POSITION = "-18.000000" -HSM_REFLECT_LATERAL_OUTER_FADE_DISTANCE = "30.000000" -HSM_REFLECT_CORNER_FADE = "10.000000" -HSM_REFLECT_BLUR_MIN = "0.0000" -HSM_REFLECT_BLUR_MAX = "40.000000" -HSM_REFLECT_BLUR_FALLOFF_DISTANCE = "500.000000" -HSM_REFLECT_NOISE_AMOUNT = "50.000000" -HSM_REFLECT_NOISE_SAMPLES = "1.000000" -HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "100.0000" -HSM_SCREEN_VIGNETTE_STRENGTH = "40.000000" -HSM_SCREEN_VIGNETTE_POWER = "26.000000" -HSM_SCREEN_VIGNETTE_IN_REFLECTION = "100.000000" - -g_vignette = "0.0" \ No newline at end of file +#reference "../../resource/param_values/reflect/reflect-only.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__1__Antialias.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__1__Antialias.slangp new file mode 100644 index 0000000..73d3b39 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__1__Antialias.slangp @@ -0,0 +1,4 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-antialias.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-antialias-crt-flavor.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__1__Antialias__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__1__Antialias__NTSC.slangp new file mode 100644 index 0000000..977bd9d --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__1__Antialias__NTSC.slangp @@ -0,0 +1,5 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-antialias.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-antialias-crt-flavor.params" + diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__2__Default.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__2__Default.slangp new file mode 100644 index 0000000..dbccafe --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__2__Default.slangp @@ -0,0 +1,3 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/no-smooth-crt-flavor.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__2__Default__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__2__Default__NTSC.slangp new file mode 100644 index 0000000..4df170b --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__2__Default__NTSC.slangp @@ -0,0 +1,3 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/no-smooth-crt-flavor.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__3__Extra-Smooth.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__3__Extra-Smooth.slangp new file mode 100644 index 0000000..24b2ece --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__3__Extra-Smooth.slangp @@ -0,0 +1,5 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-extra-smooth.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-extra-smooth-crt-flavor.params" + diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__3__Extra-Smooth__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__3__Extra-Smooth__NTSC.slangp new file mode 100644 index 0000000..60aeea3 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__3__Extra-Smooth__NTSC.slangp @@ -0,0 +1,5 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-extra-smooth.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-extra-smooth-crt-flavor.params" + diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__4__Super-Smooth.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__4__Super-Smooth.slangp new file mode 100644 index 0000000..908dd1c --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__4__Super-Smooth.slangp @@ -0,0 +1,5 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-super-smooth.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-super-smooth-crt-flavor.params" + diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__4__Super-Smooth__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__4__Super-Smooth__NTSC.slangp new file mode 100644 index 0000000..c4bdef1 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_0__SMOOTH__4__Super-Smooth__NTSC.slangp @@ -0,0 +1,5 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-super-smooth.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-super-smooth-crt-flavor.params" + diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_2__ADV-SCREEN-ONLY-SUPER-XBR.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_2__ADV-SCREEN-ONLY-SUPER-XBR.slangp new file mode 100644 index 0000000..8d28295 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_2__ADV-SCREEN-ONLY-SUPER-XBR.slangp @@ -0,0 +1,2 @@ +#reference "../../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY-SUPER-XBR__GDV.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_2__ADV-SCREEN-ONLY-SUPER-XBR__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_2__ADV-SCREEN-ONLY-SUPER-XBR__NTSC.slangp new file mode 100644 index 0000000..0a66142 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_2__ADV-SCREEN-ONLY-SUPER-XBR__NTSC.slangp @@ -0,0 +1,2 @@ +#reference "../../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY-SUPER-XBR__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_2__ADV-SCREEN-ONLY.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_2__ADV-SCREEN-ONLY.slangp new file mode 100644 index 0000000..16dc1ed --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_2__ADV-SCREEN-ONLY.slangp @@ -0,0 +1,2 @@ +#reference "../../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__GDV.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_2__ADV-SCREEN-ONLY__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_2__ADV-SCREEN-ONLY__NTSC.slangp new file mode 100644 index 0000000..848302b --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_2__ADV-SCREEN-ONLY__NTSC.slangp @@ -0,0 +1,2 @@ +#reference "../../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_4__STD-SCREEN-ONLY-SUPER-XBR.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_4__STD-SCREEN-ONLY-SUPER-XBR.slangp new file mode 100644 index 0000000..03e2759 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_4__STD-SCREEN-ONLY-SUPER-XBR.slangp @@ -0,0 +1,2 @@ +#reference "../../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY-SUPER-XBR__GDV.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_4__STD-SCREEN-ONLY-SUPER-XBR__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_4__STD-SCREEN-ONLY-SUPER-XBR__NTSC.slangp new file mode 100644 index 0000000..35b8855 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_4__STD-SCREEN-ONLY-SUPER-XBR__NTSC.slangp @@ -0,0 +1,2 @@ +#reference "../../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY-SUPER-XBR__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_4__STD-SCREEN-ONLY.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_4__STD-SCREEN-ONLY.slangp new file mode 100644 index 0000000..e96b6bf --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_4__STD-SCREEN-ONLY.slangp @@ -0,0 +1,2 @@ +#reference "../../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_4__STD-SCREEN-ONLY__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_4__STD-SCREEN-ONLY__NTSC.slangp new file mode 100644 index 0000000..9434f9f --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_4__STD-SCREEN-ONLY__NTSC.slangp @@ -0,0 +1,2 @@ +#reference "../../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_5__POTATO-SUPER-XBR.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_5__POTATO-SUPER-XBR.slangp new file mode 100644 index 0000000..288e16d --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_5__POTATO-SUPER-XBR.slangp @@ -0,0 +1,2 @@ +#reference "../../../Base_CRT_Presets/MBZ__5__POTATO-SUPER-XBR__GDV.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_5__POTATO-SUPER-XBR__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_5__POTATO-SUPER-XBR__NTSC.slangp new file mode 100644 index 0000000..f9786c2 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_5__POTATO-SUPER-XBR__NTSC.slangp @@ -0,0 +1,2 @@ +#reference "../../../Base_CRT_Presets/MBZ__5__POTATO-SUPER-XBR__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_5__POTATO.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_5__POTATO.slangp new file mode 100644 index 0000000..7622963 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_5__POTATO.slangp @@ -0,0 +1,2 @@ +#reference "../../../Base_CRT_Presets/MBZ__5__POTATO__GDV.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_5__POTATO__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_5__POTATO__NTSC.slangp new file mode 100644 index 0000000..67aab93 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Default/_5__POTATO__NTSC.slangp @@ -0,0 +1,2 @@ +#reference "../../../Base_CRT_Presets/MBZ__5__POTATO__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__1__Antialias.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__1__Antialias.slangp new file mode 100644 index 0000000..2bcb206 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__1__Antialias.slangp @@ -0,0 +1,6 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-antialias.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-antialias-crt-flavor.params" + diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__1__Antialias__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__1__Antialias__NTSC.slangp new file mode 100644 index 0000000..ab58f7b --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__1__Antialias__NTSC.slangp @@ -0,0 +1,8 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-antialias.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-antialias-crt-flavor.params" + + + diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__2__Default.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__2__Default.slangp new file mode 100644 index 0000000..f2556da --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__2__Default.slangp @@ -0,0 +1,4 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/no-smooth-crt-flavor.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__2__Default__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__2__Default__NTSC.slangp new file mode 100644 index 0000000..b35a764 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__2__Default__NTSC.slangp @@ -0,0 +1,4 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/no-smooth-crt-flavor.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__3__Extra-Smooth.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__3__Extra-Smooth.slangp new file mode 100644 index 0000000..4c9eaaf --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__3__Extra-Smooth.slangp @@ -0,0 +1,6 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-extra-smooth.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-extra-smooth-crt-flavor.params" + diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__3__Extra-Smooth__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__3__Extra-Smooth__NTSC.slangp new file mode 100644 index 0000000..0b4fbb2 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__3__Extra-Smooth__NTSC.slangp @@ -0,0 +1,6 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-extra-smooth.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-extra-smooth-crt-flavor.params" + diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__4__Super-Smooth.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__4__Super-Smooth.slangp new file mode 100644 index 0000000..55f2f11 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__4__Super-Smooth.slangp @@ -0,0 +1,6 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-super-smooth.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-super-smooth-crt-flavor.params" + diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__4__Super-Smooth__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__4__Super-Smooth__NTSC.slangp new file mode 100644 index 0000000..3785351 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_0__SMOOTH__4__Super-Smooth__NTSC.slangp @@ -0,0 +1,6 @@ +#reference "../../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV-SCREEN-ONLY__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-super-smooth.params" +#reference "../../../../resource/param_values/smooth/smooth-adv-super-smooth-crt-flavor.params" + diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_2__ADV-SCREEN-ONLY-SUPER-XBR.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_2__ADV-SCREEN-ONLY-SUPER-XBR.slangp new file mode 100644 index 0000000..da77f88 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_2__ADV-SCREEN-ONLY-SUPER-XBR.slangp @@ -0,0 +1,3 @@ +#reference "../../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY-SUPER-XBR__GDV.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_2__ADV-SCREEN-ONLY-SUPER-XBR__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_2__ADV-SCREEN-ONLY-SUPER-XBR__NTSC.slangp new file mode 100644 index 0000000..18ca747 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_2__ADV-SCREEN-ONLY-SUPER-XBR__NTSC.slangp @@ -0,0 +1,3 @@ +#reference "../../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY-SUPER-XBR__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_2__ADV-SCREEN-ONLY.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_2__ADV-SCREEN-ONLY.slangp new file mode 100644 index 0000000..76f88c5 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_2__ADV-SCREEN-ONLY.slangp @@ -0,0 +1,3 @@ +#reference "../../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__GDV.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_2__ADV-SCREEN-ONLY__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_2__ADV-SCREEN-ONLY__NTSC.slangp new file mode 100644 index 0000000..c98a7e5 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_2__ADV-SCREEN-ONLY__NTSC.slangp @@ -0,0 +1,3 @@ +#reference "../../../Base_CRT_Presets/MBZ__2__ADV-SCREEN-ONLY__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_4__STD-SCREEN-ONLY-SUPER-XBR.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_4__STD-SCREEN-ONLY-SUPER-XBR.slangp new file mode 100644 index 0000000..1fb8bd9 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_4__STD-SCREEN-ONLY-SUPER-XBR.slangp @@ -0,0 +1,3 @@ +#reference "../../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY-SUPER-XBR__GDV.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_4__STD-SCREEN-ONLY-SUPER-XBR__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_4__STD-SCREEN-ONLY-SUPER-XBR__NTSC.slangp new file mode 100644 index 0000000..b5c1222 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_4__STD-SCREEN-ONLY-SUPER-XBR__NTSC.slangp @@ -0,0 +1,3 @@ +#reference "../../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY-SUPER-XBR__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_4__STD-SCREEN-ONLY.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_4__STD-SCREEN-ONLY.slangp new file mode 100644 index 0000000..e0c42c9 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_4__STD-SCREEN-ONLY.slangp @@ -0,0 +1,3 @@ +#reference "../../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_4__STD-SCREEN-ONLY__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_4__STD-SCREEN-ONLY__NTSC.slangp new file mode 100644 index 0000000..d1a9539 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_4__STD-SCREEN-ONLY__NTSC.slangp @@ -0,0 +1,3 @@ +#reference "../../../Base_CRT_Presets/MBZ__4__STD-SCREEN-ONLY__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_5__POTATO-SUPER-XBR.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_5__POTATO-SUPER-XBR.slangp new file mode 100644 index 0000000..0d3e432 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_5__POTATO-SUPER-XBR.slangp @@ -0,0 +1,3 @@ +#reference "../../../Base_CRT_Presets/MBZ__5__POTATO-SUPER-XBR__GDV.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_5__POTATO-SUPER-XBR__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_5__POTATO-SUPER-XBR__NTSC.slangp new file mode 100644 index 0000000..e39b15c --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_5__POTATO-SUPER-XBR__NTSC.slangp @@ -0,0 +1,3 @@ +#reference "../../../Base_CRT_Presets/MBZ__5__POTATO-SUPER-XBR__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_5__POTATO.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_5__POTATO.slangp new file mode 100644 index 0000000..2d21f97 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_5__POTATO.slangp @@ -0,0 +1,3 @@ +#reference "../../../Base_CRT_Presets/MBZ__5__POTATO__GDV.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_5__POTATO__NTSC.slangp b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_5__POTATO__NTSC.slangp new file mode 100644 index 0000000..a486069 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Screen-Only/Max-Int-Scale/_5__POTATO__NTSC.slangp @@ -0,0 +1,3 @@ +#reference "../../../Base_CRT_Presets/MBZ__5__POTATO__GDV-NTSC.slangp" +#reference "../../../../resource/param_values/scale/max-int-scale.params" +#reference "../../../../resource/param_values/base/set-all-textures-empty.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/SharpPixels__STD.slangp b/bezel/Mega_Bezel/Presets/Variations/SharpPixels__STD.slangp index 0104e71..63fda2b 100644 --- a/bezel/Mega_Bezel/Presets/Variations/SharpPixels__STD.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/SharpPixels__STD.slangp @@ -1,5 +1,9 @@ #reference "../Base_CRT_Presets/MBZ__3__STD__GDV.slangp" -HSM_CRT_CURVATURE_SCALE = "0.000000" -HSM_AB_COMPARE_SHOW_MODE = "1.000000" -HSM_AB_COMPARE_SPLIT_POSITION = "100.000000" \ No newline at end of file +gamma_out = 1.8 + +// HSM_CRT_CURVATURE_SCALE = "0.000000" +no_scanlines = "1.000000" +h_sharp = "15.000000" +s_sharp = "1.500000" +shadowMask = "-1.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Smoothed/ADV_1_No-Smoothing.slangp b/bezel/Mega_Bezel/Presets/Variations/Smoothed/ADV_1_No-Smoothing.slangp new file mode 100644 index 0000000..0005ecc --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Smoothed/ADV_1_No-Smoothing.slangp @@ -0,0 +1,7 @@ +#reference "../../Base_CRT_Presets/MBZ__1__ADV__GDV.slangp" + +#reference "../../../resource/param_values/scene/mega-bezel-duimon-scene.params" +#reference "../../../resource/param_values/light/basic__night.params" + +#reference "../../../resource/param_values/smooth/no-smooth-crt-flavor.params" + diff --git a/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_1_Antialias.slangp b/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_1_Antialias.slangp new file mode 100644 index 0000000..1a1e7aa --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_1_Antialias.slangp @@ -0,0 +1,8 @@ +#reference "../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp" + +// This reference adds additional parameter values +#reference "../../../resource/param_values/scene/mega-bezel-duimon-scene.params" +#reference "../../../resource/param_values/light/basic__night.params" + +#reference "../../../resource/param_values/smooth/smooth-adv-antialias.params" +#reference "../../../resource/param_values/smooth/smooth-adv-antialias-crt-flavor.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_2_Default.slangp b/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_2_Default.slangp new file mode 100644 index 0000000..519d0e1 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_2_Default.slangp @@ -0,0 +1,6 @@ +#reference "../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp" + +#reference "../../../resource/param_values/scene/mega-bezel-duimon-scene.params" +#reference "../../../resource/param_values/light/basic__night.params" + +#reference "../../../resource/param_values/smooth/no-smooth-crt-flavor.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_3_Extra-Smooth.slangp b/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_3_Extra-Smooth.slangp new file mode 100644 index 0000000..ad64e7d --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_3_Extra-Smooth.slangp @@ -0,0 +1,8 @@ +#reference "../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp" + +// This reference adds additional parameter values +#reference "../../../resource/param_values/scene/mega-bezel-duimon-scene.params" +#reference "../../../resource/param_values/light/basic__night.params" + +#reference "../../../resource/param_values/smooth/smooth-adv-extra-smooth.params" +#reference "../../../resource/param_values/smooth/smooth-adv-extra-smooth-crt-flavor.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_4_Super-Smooth.slangp b/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_4_Super-Smooth.slangp new file mode 100644 index 0000000..a804cb4 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_4_Super-Smooth.slangp @@ -0,0 +1,8 @@ +#reference "../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp" + +// This reference adds additional parameter values +#reference "../../../resource/param_values/scene/mega-bezel-duimon-scene.params" +#reference "../../../resource/param_values/light/basic__night.params" + +#reference "../../../resource/param_values/smooth/smooth-adv-super-smooth.params" +#reference "../../../resource/param_values/smooth/smooth-adv-super-smooth-crt-flavor.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_5_Super-Smooth-Big-Scanlines.slangp b/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_5_Super-Smooth-Big-Scanlines.slangp new file mode 100644 index 0000000..7bf676f --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Smoothed/SMOOTH-ADV_5_Super-Smooth-Big-Scanlines.slangp @@ -0,0 +1,8 @@ +#reference "../../Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp" + +// This reference adds additional parameter values +#reference "../../../resource/param_values/scene/mega-bezel-duimon-scene.params" +#reference "../../../resource/param_values/light/basic__night.params" + +#reference "../../../resource/param_values/smooth/smooth-adv-super-smooth-big-scanlines.params" +#reference "../../../resource/param_values/smooth/smooth-adv-super-smooth-big-scanlines-crt-flavor.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Smoothed_Antialias__SMOOTH-ADV.slangp b/bezel/Mega_Bezel/Presets/Variations/Smoothed_Antialias__SMOOTH-ADV.slangp deleted file mode 100644 index 33d7973..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Smoothed_Antialias__SMOOTH-ADV.slangp +++ /dev/null @@ -1,19 +0,0 @@ -#reference "../Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp" - -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = "100.000000" -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = "100.000000" -HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = "33" -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = "33" -HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY = "1.000000" - -SHARPEN = "0.200000" -HSM_SCALEFX_ON = "1.000000" - -HSM_INTERLACE_TRIGGER_RES = "800.000000" -// HSM_BZL_COLOR_VALUE = 30 -// HSM_AMBIENT_LIGHTING_OPACITY = 98 - -HSM_DEDITHER_MODE = "1.000000" - -HSM_BG_FILL_MODE = 1 -HSM_BG_SCALE_KEEP_ASPECT = 0 \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Smoothed_Horz_Vert__SMOOTH-ADV.slangp b/bezel/Mega_Bezel/Presets/Variations/Smoothed_Horz_Vert__SMOOTH-ADV.slangp deleted file mode 100644 index a846725..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Smoothed_Horz_Vert__SMOOTH-ADV.slangp +++ /dev/null @@ -1,23 +0,0 @@ -#reference "../Base_CRT_Presets/MBZ__0__SMOOTH-ADV__GDV.slangp" - -BackgroundImage = ../../shaders/textures/HSM_Duimon_Super_Famicom_3840x2160.png -BackgroundVertImage = ../../shaders/textures/HSM_Duimon_Super_Famicom_3840x2160.png - -HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = "500.000000" -HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = "500.000000" -HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = "15" -HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = "15" -HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY = "1.000000" - -SHARPEN = "0.200000" -HSM_SCALEFX_ON = "1.000000" - -HSM_INTERLACE_TRIGGER_RES = "800.000000" -HSM_VIEWPORT_VIGNETTE_OPACITY = 0 -HSM_BZL_COLOR_VALUE = 30 -HSM_AMBIENT_LIGHTING_OPACITY = 98 - -HSM_DEDITHER_MODE = "1.000000" - -HSM_BG_FILL_MODE = 1 -HSM_BG_SCALE_KEEP_ASPECT = 0 \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Tube-Effects__Day__ADV.slangp b/bezel/Mega_Bezel/Presets/Variations/Tube-Effects__Day__ADV.slangp index 363f177..c02beba 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Tube-Effects__Day__ADV.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Tube-Effects__Day__ADV.slangp @@ -1,22 +1,5 @@ #reference "../Base_CRT_Presets/MBZ__1__ADV__GDV.slangp" -BackgroundImage = ../../shaders/textures/HSM_Duimon_Super_Famicom_3840x2160.png - -HSM_VIEWPORT_VIGNETTE_OPACITY = 0 -HSM_BZL_COLOR_VALUE = 30 -HSM_AMBIENT_LIGHTING_OPACITY = 20 - -HSM_BG_FILL_MODE = 1 -HSM_BG_SCALE_KEEP_ASPECT = 0 - -HSM_TUBE_DIFFUSE_MODE = 1 - -HSM_TUBE_STATIC_REFLECTION_IMAGE_ON = 1 -HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY = "20.900000" -HSM_TUBE_STATIC_BLACK_LEVEL = "20.000000" -HSM_TUBE_STATIC_AMBIENT_LIGHTING = "50.000000" -HSM_TUBE_STATIC_SCALE = "120.000000" -HSM_TUBE_STATIC_POS_X = "10.000000" -HSM_TUBE_STATIC_POS_Y = "10.000000" - +#reference "../../resource/param_values/scene/mega-bezel-duimon-scene.params" +#reference "../../resource/param_values/tube-effect/tube-effects.params" diff --git a/bezel/Mega_Bezel/Presets/Variations/Tube-Effects__Night__ADV.slangp b/bezel/Mega_Bezel/Presets/Variations/Tube-Effects__Night__ADV.slangp index c3eb811..dedfd88 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Tube-Effects__Night__ADV.slangp +++ b/bezel/Mega_Bezel/Presets/Variations/Tube-Effects__Night__ADV.slangp @@ -1,3 +1,5 @@ -#reference "Tube-Effects__Day__ADV.slangp" +#reference "../Base_CRT_Presets/MBZ__1__ADV__GDV.slangp" -HSM_AMBIENT_LIGHTING_OPACITY = 98 \ No newline at end of file +#reference "../../resource/param_values/scene/mega-bezel-duimon-scene.params" +#reference "../../resource/param_values/tube-effect/tube-effects.params" +#reference "../../resource/param_values/light/basic__night.params" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Vector-Vertical__STD.slangp b/bezel/Mega_Bezel/Presets/Variations/Vector-Vertical__STD.slangp deleted file mode 100644 index acb53b2..0000000 --- a/bezel/Mega_Bezel/Presets/Variations/Vector-Vertical__STD.slangp +++ /dev/null @@ -1,3 +0,0 @@ -#reference "Vector-Horizontal__STD.slangp" - -HSM_ROTATE_CORE_IMAGE = 1 \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Vector/Vector-BW-HighResMode-Horizontal__STD.slangp b/bezel/Mega_Bezel/Presets/Variations/Vector/Vector-BW-HighResMode-Horizontal__STD.slangp new file mode 100644 index 0000000..3ef8749 --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Vector/Vector-BW-HighResMode-Horizontal__STD.slangp @@ -0,0 +1,6 @@ +#reference "../../Base_CRT_Presets/MBZ__3__STD__GDV.slangp" + +// Thanks to SixWingedFreak from the Libretro forum for these settings +#reference "../../../resource/param_values/crt/vector-bw-high-res-mode-gdv.params" + +HSM_ASPECT_RATIO_MODE = 2 \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Vector/Vector-BW-HighResMode-Vertical__STD.slangp b/bezel/Mega_Bezel/Presets/Variations/Vector/Vector-BW-HighResMode-Vertical__STD.slangp new file mode 100644 index 0000000..d73a7be --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Vector/Vector-BW-HighResMode-Vertical__STD.slangp @@ -0,0 +1,7 @@ +#reference "../../Base_CRT_Presets/MBZ__3__STD__GDV.slangp" + +// Thanks to SixWingedFreak from the Libretro forum for these settings +#reference "../../../resource/param_values/crt/vector-bw-high-res-mode-gdv.params" + +HSM_ASPECT_RATIO_MODE = 2 +HSM_ROTATE_CORE_IMAGE = 1 \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Vector/Vector-Color-HighResMode-Horizontal__STD.slangp b/bezel/Mega_Bezel/Presets/Variations/Vector/Vector-Color-HighResMode-Horizontal__STD.slangp new file mode 100644 index 0000000..e48e1ef --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Vector/Vector-Color-HighResMode-Horizontal__STD.slangp @@ -0,0 +1,6 @@ +#reference "../../Base_CRT_Presets/MBZ__3__STD__GDV.slangp" + +// Thanks to SixWingedFreak from the Libretro forum for these settings +#reference "../../../resource/param_values/crt/vector-color-high-res-mode-gdv.params" + +HSM_ASPECT_RATIO_MODE = 2 \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Vector/Vector-Color-HighResMode-Vertical__STD.slangp b/bezel/Mega_Bezel/Presets/Variations/Vector/Vector-Color-HighResMode-Vertical__STD.slangp new file mode 100644 index 0000000..670619a --- /dev/null +++ b/bezel/Mega_Bezel/Presets/Variations/Vector/Vector-Color-HighResMode-Vertical__STD.slangp @@ -0,0 +1,7 @@ +#reference "../../Base_CRT_Presets/MBZ__3__STD__GDV.slangp" + +// Thanks to SixWingedFreak from the Libretro forum for these settings +#reference "../../../resource/param_values/crt/vector-color-high-res-mode-gdv.params" + +HSM_ASPECT_RATIO_MODE = 2 +HSM_ROTATE_CORE_IMAGE = 1 \ No newline at end of file diff --git a/bezel/Mega_Bezel/README.md b/bezel/Mega_Bezel/README.md index f2187b5..d02f6c2 100644 --- a/bezel/Mega_Bezel/README.md +++ b/bezel/Mega_Bezel/README.md @@ -3,7 +3,7 @@ Mega Bezel Shader Readme ------------------------------------------------------------------------------------------------------------ ![Mega Bezel Logo](MegaBezelLogo.png) -**Version V1.5.0_2022-10-11** +**Version V1.7.0_2022-12-21** ---------------------------------------- ---------------------------------------- @@ -204,36 +204,40 @@ And of course I probably would never have started this without seeing the great - All in the root of the Presets folder use @guest.r's awesome Guest-Advanced CRT shader which is considered the default CRT shader for the Mega Bezel, the only exception to this is the POTATO preset which uses GDV-MINI for performance reasons. -| |Reflection |Image Layering |Tube Effects |Pre-CRT Chain Preset -|------------------------|------------|---------------|--------------|--------------- -| MBZ__0__SMOOTH-ADV | ✔ | ✔ | ✔ | FULL + ScaleFx UpRes -| MBZ__1__ADV | ✔ | ✔ | ✔ | FULL -| MBZ__2__ADV-GLASS | ✔ | | ✔ | FULL -| MBZ__2__ADV-NO-REFLECT | | ✔ | ✔ | FULL -| MBZ__3__STD | ✔ | ✔ | ✔ | BASIC -| MBZ__3__STD-GLASS | ✔ | | ✔ | BASIC -| MBZ__4__STD-NO-REFLECT | | ✔ | ✔ | BASIC -| MBZ__5__POTATO | | BG ONLY | | MINIMAL -| +|Category |Reflection |Image Layers |Tube Fx |Pre-CRT Chain |Smooth Upscale +|------------------------|------------|-------------|---------|----------------|--------------- +| MBZ__0__SMOOTH-ADV | ✔ | ✔ | ✔ | FULL + ScaleFx | ✔ +| MBZ__1__ADV | ✔ | ✔ | ✔ | FULL | +| MBZ__2__ADV-GLASS | ✔ | | ✔ | FULL | +| MBZ__2__ADV-NO-REFLECT | | ✔ | ✔ | FULL | +| MBZ__3__STD | ✔ | ✔ | ✔ | BASIC | +| MBZ__3__STD-GLASS | ✔ | | ✔ | BASIC | +| MBZ__4__STD-NO-REFLECT | | ✔ | ✔ | BASIC | +| MBZ__5__POTATO | | BG ONLY | | MINIMAL | +| SCREEN-ONLY | | | ✔ | Category Chain | N/A +| SUPER-XBR |N/A |N/A | ✔ | Category Chain + SUPER-XBR | ✔ + **Descriptions:** * **Glass** * Presets which show a blurry reflection in the area around the screen * **Image Layering** - * Layering of multiple images for background, crt housing, LEDs etc + * Layering of multiple images for background, CRT housing, LEDs etc * Includes the Automatically Generated Bezel & Frame * **Tube Effects** * Tube Static Reflection Highlight * Tube Diffuse Image & Shadow * Tube Colored Gel * **Basic Pre-CRT shader chain** - * Fewest passes, but still Includes Grade + * Fewest passes, but still Includes Grade Color Correction * **Full Pre-CRT shader chain** - * Includes Grade, MDAPT & GTU - * **Full + ScaleFx Upres Pre-CRT shader chain** + * Includes Basic chain + DeDithering & GTU + * **Full Pre-CRT shader chain + ScaleFx Upres** * Includes Full Pre-CRT shader chain and ScaleFX * Resolution is tripled in the middle of the chain for ScaleFX * This requires increased GPU processing + * **SCREEN-ONLY** + * Includes whatever the Pre-CRT shader chain of the main category but removes the bezel, images and reflection **Preset Folders in Mega_Bezel / Presets** @@ -271,7 +275,7 @@ And of course I probably would never have started this without seeing the great | Info Cache | ✔ | ✔ | ✔ | ✔ | Resolution Text | ✔ | ✔ | ✔ | | Startup Intro | ✔ | ✔ | ✔ | -| De-Dithering | ✔ | ✔ | | +| De-Dithering | ✔ | ✔ | | | Image Sharpening | ✔ | ✔ | ✔ | | Uprezed Edge Contour Smoothing | ✔ | | | | Bandwidth Horizontal Blurring (GTU) | ✔ | ✔ | ✔ | @@ -530,7 +534,13 @@ Cropping removes parts of the game image at the edges of the screen which were n - **Crop Overscan Right** - **Black Threshold for 'CROP BLACK ONLY'** - The brightness threshold of the black area to be cropped - +----------------------------------------------------------------------------------------------- +**[ DREZ DOWNSAMPLE FILTER - HYLLIAN - DREZ PRESETS ONLY ]:** +- **DREZ Filter** - Filter to use in the DREZ downsampling pass + - 0 - B-Spline + - 1 - Bicubic + - 2 - Catmull-Rom + - 3 - Bicubic H ----------------------------------------------------------------------------------------------- **[ SCANLINE DIRECTION ]:** @@ -539,14 +549,10 @@ Cropping removes parts of the game image at the edges of the screen which were n - 0 - Auto --- Chooses horizontal or vertical scanline direction based on aspect ratio - 1 - Horizontal - 2 - Vertical - ------------------------------------------------------------------------------------------------ -**[ DREZ DOWNSAMPLE FILTER - HYLLIAN - DREZ PRESETS ONLY ]:** -- **DREZ Filter** - Filter to use in the DREZ downsampling pass - - 0 - B-Spline - - 1 - Bicubic - - 2 - Catmull-Rom - - 3 - Bicubic H +- **No-Scanline Mode** + - Guest Advanced Only, keeps scanline dynamics withoug the darkness between lines + - 0 - OFF + - 1 - ON ----------------------------------------------------------------------------------------------- **[ CORE RES SAMPLING ]:** @@ -557,21 +563,34 @@ Cropping removes parts of the game image at the edges of the screen which were n - **Scanline Direction Multiplier (X-Prescale for H Scanline)** - Adjust the sampling in direction of the scanlines - E.G. if the scanlines are horizontal this adjusts sampling along the horizontal axis + - 0 uses the upscaling ratio, so for a SMOOTH-ADV preset this ratio would be 300%, If there is no upscaling this ratio is 100% - **Scanline Dir Downsample Blur** - Add blur along the scanline direction - **Opposite Direction Multiplier (Y Downsample for H Scanline)** - Adjust the sampling in direction opposite of the scanlines - E.G. if the scanlines are horizontal this adjusts sampling along the vertical axis + - 0 uses the upscaling ratio, so for a SMOOTH-ADV preset this ratio would be 300%, If there is no upscaling this ratio is 100% - **Opposite Dir Downsample Blur** - Add blur along the opposite direction of the scanlines +----------------------------------------------------------------------------------------------- +**[ FAST SHARPEN - GUEST.R ]:** + +- **Sharpen Strength** +- **Amount of Sharpening** +- **Details Sharpened** + ----------------------------------------------------------------------------------------------- **[ INTERLACING From Guest.r :) ]:** - **Interlace and Fake Scanlines Trigger Res** - Resolution where the shader should switch into its interlace or high res content mode. -- **Interlacing Mode: OFF | Normal 1-3 | Interpolation 4-5** - * Default is Mode 4 which gives a result with no scanlines +- **Interlacing Mode** + * Default is Mode 4 which gives a result with no scanlines and bilinear blending + - **-1 - No Scanlines** + - **0 - No Interlacing** + - **1-3 - Normal Interlacing Modes** + - **4-5 - Interpolation Interlacing Modes** - **Interlacing Effect Smoothness** - **Interlacing Scanline Effect** - **Interlacing (Scanline) Saturation** @@ -649,7 +668,6 @@ Blend parts of the image which flicker on/off repeatedly between frames often us - 1: BLACK & WHITE - 2: AMBER - 3: GREEN - - **Monochrome Gamma** - **Monochrome Hue Offset** - **Monochrome Saturation** @@ -1253,26 +1271,23 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - ***Decal Image*** *- Follow the Decal Image Scaling* - ***Top Extra Image*** *- Follow the Top Extra Image Scaling* -- **Follow Full also follows Zoom** +- ***Follow Mode*** + - *Controls if this layer follows another layer's scaling* + - ***Follow Scale and Pos*** *- Follow Scale and Position, ignore split* + - ***Follow Exactly*** *- Match the layer exactly including split* + +- ***Follow Full also follows Zoom*** - When the layer Follow Layer is in **FULL** mode this controls if the layer should scale with the global zoom or not, this defaults to ON -- **Scale Aspect** - - Controls how the texture's aspect reacts to the inherited scale - - **0 - INHERIT FROM SCALE MODE** --- The texture's aspect will scale as what it follows is scaled - - **1 - USE TEXURE ASPECT** --- The layer's image stays the same aspect as what it follows is scaled +- ***Image Fill Mode*** + - **0 - USE TEXURE ASPECT** --- Keeps the aspect of the teture + - **1 - SPLIT HORIZONTAL** --- Splits the image in the center and slide it out towards the sides to match the required aspect + - **2 - STRETCH** --- Stretch the image across the whole area to match the required aspect - - **Example:** - - If the scale mode was **Tube** and **USE TEXURE ASPECT** was on, regardless of the aspect of the tube the layer's image would stay the aspect ratio of the image. - - If it is set to **INHERIT FROM SCALE MODE** the layer's image will react to the tube's changes in horizontal aspect.* - -- **Image Fill Mode** - - **0 - STRETCH** --- Stretch the image across the whole area - - **1 - SPLIT HORIZONTAL** --- Splits the image in the center and slide it out until it hits the outer edge - -- **Split Mode Preserve Center %** --- Preserves a part of the center of the graphic when split is used +- ***Split Mode Preserve Center %*** --- Preserves a part of the center of the graphic when split is used - One usage is to have a logo in the center of the bottom of the monitor graphic and reserve space for this -- **Split Mode Repeat Width %** --- Width of repeating texture in exposed area +- ***Split Mode Repeat Width %*** --- Width of repeating texture in exposed area - When this is 0 repeat is off - **Scale** --- *Scales image layer equally in both directions* @@ -1299,13 +1314,15 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **Mask** - **Cutout Mask** - **Dual Screen Visibility** + +**[ BACKGROUND SCALE & FOLLOW ]:** + - **Follow Layer** - **0 - FullScreen** - **1 - Tube** - **2 - Bezel** - **Follow Layer** - **Follow Full also follows Zoom** -- **Scale Aspect** - **Image Fill Mode** - **Split Mode Preserve Center %** - **Scale** @@ -1347,15 +1364,17 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **Mask** - **Cutout Mask** - **Dual Screen Visibility** + +**[ LED SCALE & FOLLOW ]:** + - **Follow Layer** - **0 - FullScreen** - **1 - Tube** - **2 - Bezel** - **3 - BG** - **4 - Device** -- **Follow Layer** +- **Follow Mode** - **Follow Full also follows Zoom** -- **Scale Aspect** - **Image Fill Mode** - **Split Mode Preserve Center %** - **Scale** @@ -1380,14 +1399,16 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **Mask** - **Cutout Mask** - **Dual Screen Visibility** + +**[ DEVICE SCALE & FOLLOW ]:** + - **Follow Layer** - **0 - FullScreen** - **1 - Tube** - **2 - Bezel** - **3 - BG** -- **Follow Layer** +- **Follow Mode** - **Follow Full also follows Zoom** -- **Scale Aspect** - **Image Fill Mode** - **Split Mode Preserve Center %** - **Scale** @@ -1412,15 +1433,17 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **Mask** - **Cutout Mask** - **Dual Screen Visibility** + +**[ DECAL SCALE & FOLLOW ]:** + - **Follow Layer** - **0 - FullScreen** - **1 - Tube** - **2 - Bezel** - **3 - BG** - **4 - Device** -- **Follow Layer** +- **Follow Mode** - **Follow Full also follows Zoom** -- **Scale Aspect** - **Image Fill Mode** - **Split Mode Preserve Center %** - **Scale** @@ -1430,7 +1453,7 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **Mipmapping Blend Bias** ----------------------------------------------------------------------------------------------- -**[ CABINET OR CABINET GLASS LAYER ]:** +**[ CABINET GLASS LAYER ]:** - **Opacity** - **Colorize On** @@ -1445,6 +1468,9 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **Mask** - **Cutout Mask** - **Dual Screen Visibility** + +**[ CABINET GLASS SCALE & FOLLOW ]:** + - **Follow Layer** - **0 - FullScreen** - **1 - Tube** @@ -1452,9 +1478,8 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **3 - BG** - **4 - Device** - **5 - Decal** -- **Follow Layer** +- **Follow Mode** - **Follow Full also follows Zoom** -- **Scale Aspect** - **Image Fill Mode** - **Split Mode Preserve Center %** - **Scale** @@ -1481,6 +1506,9 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **Mask** - **Cutout Mask** - **Dual Screen Visibility** + +**[ TOP SCALE & FOLLOW ]:** + - **Follow Layer** - **0 - FullScreen** - **1 - Tube** @@ -1488,9 +1516,8 @@ Used to cut a rectangular area from the layers, for example cutting out the hole - **3 - BG** - **4 - Device** - **5 - Decal** -- **Follow Layer** +- **Follow Mode** - **Follow Full also follows Zoom** -- **Scale Aspect** - **Image Fill Mode** - **Split Mode Preserve Center %** - **Scale** diff --git a/bezel/Mega_Bezel/resource/docs/set-all-textures-empty.params b/bezel/Mega_Bezel/resource/docs/set-all-textures-empty.params deleted file mode 100644 index f0c765e..0000000 --- a/bezel/Mega_Bezel/resource/docs/set-all-textures-empty.params +++ /dev/null @@ -1,24 +0,0 @@ - -IntroImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png - -NightLightingImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -NightLighting2Image = ../../shaders/textures/Placeholder_Transparent_16x16.png - -TubeDiffuseImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -TubeColoredGelImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -TubeShadowImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -TubeStaticReflectionImage = ../../shaders/textures/Placeholder_Transparent_16x16.png - -// ReflectionMaskImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -FrameTextureImage = ../../shaders/textures/Placeholder_Transparent_16x16.png - -BackgroundImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png -TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png \ No newline at end of file diff --git a/bezel/Mega_Bezel/resource/param_values/base/set-all-textures-empty.params b/bezel/Mega_Bezel/resource/param_values/base/set-all-textures-empty.params new file mode 100644 index 0000000..766677b --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/base/set-all-textures-empty.params @@ -0,0 +1,24 @@ + +IntroImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +ScreenPlacementImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png + +NightLightingImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +NightLighting2Image = ../../../shaders/textures/Placeholder_Transparent_16x16.png + +TubeDiffuseImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +TubeColoredGelImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +TubeShadowImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +TubeStaticReflectionImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png + +// ReflectionMaskImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +FrameTextureImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png + +BackgroundImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +BackgroundVertImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +LEDImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +DeviceImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +DeviceVertImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +DeviceLEDImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +DecalImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +CabinetGlassImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png +TopLayerImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png \ No newline at end of file diff --git a/bezel/Mega_Bezel/resource/param_values/crt/vector-bw-high-res-mode-gdv.params b/bezel/Mega_Bezel/resource/param_values/crt/vector-bw-high-res-mode-gdv.params new file mode 100644 index 0000000..841a23f --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/crt/vector-bw-high-res-mode-gdv.params @@ -0,0 +1,4 @@ +#reference "vector-color-high-res-mode-gdv.params" + +shadowMask = "-1.000" +glow = "0.150000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/Presets/Variations/Vector-Horizontal__STD.slangp b/bezel/Mega_Bezel/resource/param_values/crt/vector-color-high-res-mode-gdv.params similarity index 68% rename from bezel/Mega_Bezel/Presets/Variations/Vector-Horizontal__STD.slangp rename to bezel/Mega_Bezel/resource/param_values/crt/vector-color-high-res-mode-gdv.params index 59b68c9..a91c659 100644 --- a/bezel/Mega_Bezel/Presets/Variations/Vector-Horizontal__STD.slangp +++ b/bezel/Mega_Bezel/resource/param_values/crt/vector-color-high-res-mode-gdv.params @@ -1,8 +1,9 @@ -#reference "../Base_CRT_Presets/MBZ__3__STD__GDV.slangp" - // Thanks to SixWingedFreak from the Libretro forum for these settings - -post_br = "1.300000" +post_br = "1.700000" +post_br_affect_black_level = "0.000000" +HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = "33.000000" +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = "33.000000" +g_lift = "0.030000" pre_bb = "2.000000" g_gamma_in = "2.800000" g_gamma_out = "2.200000" @@ -13,12 +14,13 @@ g_cntrst = "0.300000" g_mid = "0.200000" g_lift = "0.010000" wp_temperature = "6504.000000" -glow = "0.200000" -SIZEH = "50.000000" -SIGMA_H = "15.000000" -SIZEV = "50.000000" -SIGMA_V = "15.000000" -bloom = "2.000000" +glow = "-0.150000" +SIZEH = "40.000000" +SIGMA_H = "10.000000" +SIZEV = "40.000000" +SIGMA_V = "10.000000" +bloom = "0.000000" +halation = "0.400000" blendMode = "0.000000" brightboost = "2.000000" scanline1 = "4.000000" @@ -35,10 +37,9 @@ slotmask1 = "0.900000" slotwidth = "3.000000" double_slot = "2.000000" -// HSM_ROTATE_CORE_IMAGE = 0 -HSM_ASPECT_RATIO_MODE = 2 -// HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 200 -// HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 200 +barspeed = "5.000000" +barintensity = "0.080000" + HSM_INTERLACE_TRIGGER_RES = 0 HSM_FAKE_SCANLINE_OPACITY = 0 HSM_BZL_HIGHLIGHT = 0.4 @@ -46,10 +47,9 @@ HSM_REFLECT_BLUR_MIN = 0 HSM_REFLECT_BLUR_MAX = 40 HSM_REFLECT_GLOBAL_AMOUNT = 140 HSM_REFLECT_GLOBAL_GAMMA_ADJUST = 1.2 +HSM_REFLECT_DIRECT_AMOUNT = "100.000000" HSM_REFLECT_DIFFUSED_AMOUNT = 0 HSM_REFLECT_FULLSCREEN_GLOW = 300 HSM_REFLECT_FULLSCREEN_GLOW_GAMMA = 1.6 -// GST_GLOW_GRADE = 0.3 -// GDV_GLOW = 0.1 -// GDV_BLOOM = 2 -// GDV_INTERLACE_MODE = 2 \ No newline at end of file + +HSM_INTRO_WHEN_TO_SHOW = 0 \ No newline at end of file diff --git a/bezel/Mega_Bezel/resource/param_values/light/basic__night.params b/bezel/Mega_Bezel/resource/param_values/light/basic__night.params new file mode 100644 index 0000000..a57fdf5 --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/light/basic__night.params @@ -0,0 +1 @@ +HSM_AMBIENT_LIGHTING_OPACITY = 98 \ No newline at end of file diff --git a/bezel/Mega_Bezel/resource/param_values/reflect/reflect-only.params b/bezel/Mega_Bezel/resource/param_values/reflect/reflect-only.params new file mode 100644 index 0000000..801e1dc --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/reflect/reflect-only.params @@ -0,0 +1,38 @@ +#reference "../base/set-all-textures-empty.params" + +// Parameters +HSM_BZL_WIDTH = "350.000000" +HSM_BZL_HEIGHT = "200.000000" +HSM_BG_OPACITY = "0.000000" + +HSM_TUBE_BLACK_EDGE_SHARPNESS = "70.0000" +HSM_TUBE_BLACK_EDGE_THICKNESS = 100 +HSM_GLASS_BORDER_ON = "0.000000" +HSM_BZL_INNER_EDGE_THICKNESS = 110 +HSM_BZL_INNER_EDGE_SHARPNESS = 95 +HSM_BZL_INNER_CORNER_RADIUS_SCALE = "60.000000" +HSM_BZL_INNER_EDGE_SHADOW = "70.000000" +HSM_REFLECT_FRAME_INNER_EDGE_AMOUNT = 0 +HSM_REFLECT_GLOBAL_AMOUNT = "40.00000" +HSM_REFLECT_GLOBAL_GAMMA_ADJUST = "1.200000" +HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT = "130.0000" +HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW = "40.0000" +HSM_REFLECT_FULLSCREEN_GLOW = "75.000000" +HSM_REFLECT_FULLSCREEN_GLOW_GAMMA = "3.00000" +HSM_REFLECT_FADE_AMOUNT = "100.0000" +HSM_REFLECT_RADIAL_FADE_WIDTH = "100.000000" +HSM_REFLECT_RADIAL_FADE_HEIGHT = "100.000000" +HSM_REFLECT_LATERAL_OUTER_FADE_POSITION = "-18.000000" +HSM_REFLECT_LATERAL_OUTER_FADE_DISTANCE = "30.000000" +HSM_REFLECT_CORNER_FADE = "10.000000" +HSM_REFLECT_BLUR_MIN = "0.0000" +HSM_REFLECT_BLUR_MAX = "40.000000" +HSM_REFLECT_BLUR_FALLOFF_DISTANCE = "500.000000" +HSM_REFLECT_NOISE_AMOUNT = "50.000000" +HSM_REFLECT_NOISE_SAMPLES = "1.000000" +HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "100.0000" +HSM_SCREEN_VIGNETTE_STRENGTH = "40.000000" +HSM_SCREEN_VIGNETTE_POWER = "26.000000" +HSM_SCREEN_VIGNETTE_IN_REFLECTION = "100.000000" + +g_vignette = "0.0" \ No newline at end of file diff --git a/bezel/Mega_Bezel/resource/param_values/scale/max-int-scale.params b/bezel/Mega_Bezel/resource/param_values/scale/max-int-scale.params new file mode 100644 index 0000000..b10e2eb --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/scale/max-int-scale.params @@ -0,0 +1,13 @@ +// Parameters +HSM_ASPECT_RATIO_MODE = 0 +HSM_INT_SCALE_MODE = 1 +HSM_INT_SCALE_MAX_HEIGHT = 115 +HSM_CURVATURE_MODE = 0 +HSM_GLOBAL_CORNER_RADIUS = 4 +HSM_TUBE_BLACK_EDGE_SHARPNESS = 90 +HSM_SCREEN_VIGNETTE_ON = 0 +HSM_BG_OPACITY = 0 +HSM_BZL_OPACITY = 0 +HSM_FRM_OPACITY = 0 + + diff --git a/bezel/Mega_Bezel/resource/param_values/scene/mega-bezel-duimon-scene.params b/bezel/Mega_Bezel/resource/param_values/scene/mega-bezel-duimon-scene.params new file mode 100644 index 0000000..bdbebb5 --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/scene/mega-bezel-duimon-scene.params @@ -0,0 +1,6 @@ +BackgroundImage = ../../../shaders/textures/HSM_Duimon_Super_Famicom_3840x2160.png +BackgroundVertImage = ../../../shaders/textures/HSM_Duimon_Super_Famicom_3840x2160.png + +HSM_BG_FILL_MODE = 1 + +HSM_BZL_COLOR_VALUE = 30 \ No newline at end of file diff --git a/bezel/Mega_Bezel/resource/param_values/smooth/no-smooth-crt-flavor.params b/bezel/Mega_Bezel/resource/param_values/smooth/no-smooth-crt-flavor.params new file mode 100644 index 0000000..f9f047a --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/smooth/no-smooth-crt-flavor.params @@ -0,0 +1,20 @@ +// Lottes mask, a bit like a slot mask effect +shadowMask = 2 + +gsl = "0.000000" + +wp_temperature = 7400 +g_lum = "0.10" +g_lift = "0.100000" + +gamma_out = "2.00000" + +GDV_DECONVERGENCE_ON = "1.000000" + +SHARPSMOOTHER_ON = "1" +max_w = "0.08" + +HSM_INTERLACE_TRIGGER_RES = "800.000000" + +HSM_DEDITHER_MODE = "3.000000" + diff --git a/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-antialias-crt-flavor.params b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-antialias-crt-flavor.params new file mode 100644 index 0000000..90dcba8 --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-antialias-crt-flavor.params @@ -0,0 +1,13 @@ +// Lottes mask, a bit like a slot mask effect +shadowMask = 2 + +gsl = "0.000000" + +wp_temperature = 7400 +g_lum = "0.10" +g_lift = "0.100000" + +gamma_out = "2.00000" + +GDV_DECONVERGENCE_ON = "1.000000" + diff --git a/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-antialias.params b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-antialias.params new file mode 100644 index 0000000..4500cc2 --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-antialias.params @@ -0,0 +1,13 @@ +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = "100.000000" +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = "100.000000" +HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = "33" +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = "33" + +SHARPEN = "2" +CONTR = "0.25" +SHARPSMOOTHER_ON = "1" +max_w = "0.08" + +HSM_INTERLACE_TRIGGER_RES = "800.000000" + +HSM_DEDITHER_MODE = "3.000000" diff --git a/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-extra-smooth-crt-flavor.params b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-extra-smooth-crt-flavor.params new file mode 100644 index 0000000..cab4c87 --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-extra-smooth-crt-flavor.params @@ -0,0 +1,16 @@ +// Lottes mask, a bit like a slot mask effect +shadowMask = 1 + +gsl = "0.000000" + +wp_temperature = 7400 +g_lum = "0.15" +g_sat = "0.05" +g_lift = "0.100000" + +gamma_out = "2.00000" + +GDV_DECONVERGENCE_ON = "1.000000" + +// HSM_CRT_CURVATURE_SCALE = 0 + diff --git a/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-extra-smooth.params b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-extra-smooth.params new file mode 100644 index 0000000..80feb5b --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-extra-smooth.params @@ -0,0 +1,13 @@ +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = "600.000000" +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = "125.000000" +HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = "15" +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = "15" + +SHARPEN = "2" +CONTR = "0.25" +SHARPSMOOTHER_ON = "1" +max_w = "0.08" + +HSM_INTERLACE_TRIGGER_RES = "800.000000" + +HSM_DEDITHER_MODE = "3.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth-big-scanlines-crt-flavor.params b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth-big-scanlines-crt-flavor.params new file mode 100644 index 0000000..1d5589e --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth-big-scanlines-crt-flavor.params @@ -0,0 +1,21 @@ +// Lottes mask, a bit like a slot mask effect +shadowMask = 2 + +wp_temperature = 7400 +g_lum = "0.15" +g_lift = "0.200000" +g_sat = "0.10" + +gamma_out = "2.40000" + +mask_bloom = "0.200000" +maskDark = "0.300000" +slotmask1 = "1.000000" + +gamma_c = "0.750000" + +GDV_DECONVERGENCE_ON = "1.000000" + +HSM_FAKE_SCANLINE_MODE = "1.000000" +HSM_FAKE_SCANLINE_OPACITY = "100.000000" +HSM_FAKE_SCANLINE_RES = "176.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth-big-scanlines.params b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth-big-scanlines.params new file mode 100644 index 0000000..af55c22 --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth-big-scanlines.params @@ -0,0 +1,14 @@ +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = "600.000000" +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = "600.000000" +HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = "15" +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = "15" + +SHARPEN = "2" +CONTR = "0.25" +SHARPSMOOTHER_ON = "1" +max_w = "0.08" + +no_scanlines = 1 +HSM_INTERLACE_MODE = -1 +HSM_INTERLACE_TRIGGER_RES = "800.000000" +HSM_DEDITHER_MODE = "3.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth-crt-flavor.params b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth-crt-flavor.params new file mode 100644 index 0000000..eb5a229 --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth-crt-flavor.params @@ -0,0 +1,21 @@ +// Lottes mask, a bit like a slot mask effect +shadowMask = 2 + +wp_temperature = 7400 +g_lum = "0.15" +g_lift = "0.200000" +g_sat = "0.10" + +gamma_out = "2.40000" + +mask_bloom = "0.200000" +maskDark = "0.300000" +slotmask1 = "1.000000" + +gamma_c = "0.750000" + +GDV_DECONVERGENCE_ON = "1.000000" + +HSM_FAKE_SCANLINE_MODE = "1.000000" +HSM_FAKE_SCANLINE_OPACITY = "30.000000" +HSM_FAKE_SCANLINE_RES = "320.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth.params b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth.params new file mode 100644 index 0000000..af55c22 --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/smooth/smooth-adv-super-smooth.params @@ -0,0 +1,14 @@ +HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = "600.000000" +HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = "600.000000" +HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = "15" +HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = "15" + +SHARPEN = "2" +CONTR = "0.25" +SHARPSMOOTHER_ON = "1" +max_w = "0.08" + +no_scanlines = 1 +HSM_INTERLACE_MODE = -1 +HSM_INTERLACE_TRIGGER_RES = "800.000000" +HSM_DEDITHER_MODE = "3.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/resource/param_values/tube-effect/tube-effects.params b/bezel/Mega_Bezel/resource/param_values/tube-effect/tube-effects.params new file mode 100644 index 0000000..bebb63c --- /dev/null +++ b/bezel/Mega_Bezel/resource/param_values/tube-effect/tube-effects.params @@ -0,0 +1,10 @@ +HSM_TUBE_DIFFUSE_MODE = 1 +HSM_TUBE_DIFFUSE_IMAGE_BRIGHTNESS = 15 + +HSM_TUBE_STATIC_REFLECTION_IMAGE_ON = 1 +HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY = "15.000000" +HSM_TUBE_STATIC_BLACK_LEVEL = "5.500000" +HSM_TUBE_STATIC_AMBIENT_LIGHTING = "60.000000" +HSM_TUBE_STATIC_SCALE = "120.000000" +HSM_TUBE_STATIC_POS_X = "10.000000" +HSM_TUBE_STATIC_POS_Y = "10.000000" \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/ShaderTodo.txt b/bezel/Mega_Bezel/shaders/ShaderTodo.txt index 30f9c0f..dda9907 100644 --- a/bezel/Mega_Bezel/shaders/ShaderTodo.txt +++ b/bezel/Mega_Bezel/shaders/ShaderTodo.txt @@ -1,31 +1,37 @@ ![Mega_Bezel_Logo|512x256, 75%](upload://6PNkvcMF9Go9Wnk6OJXfYR1opXI.png) -Mega Bezel is updated to V1.5.0_2022-10-11 +Mega Bezel is updated to V1.7.0_2022-12-21 Changes: - * Updated guest to crt-guest-advanced-2022-10-11-release1 with new halation - * Fixed Compilation issues with GLCore - * Fix error in Megatron which was preventing it from loading - * Fixed problem with NO-REFLECT where you could see the background through where the black edge was supposed to be + * POTATO + * Fixed Background Masking and Blend Modes + * Added Colorize & Brightness + * Show Passes Feature + * Added switch to enable/disable applying scale and curvature to raw passes + * This allows you to compare the passes all with the same curvature or what the pass actually looks like + * Moved Show Passes parameters right underneath the AB Compare parameters so they can both easily be used together ---------------------------------------------------- --- TODO --------------------------------------- ---------------------------------------------------- - * Fix Blur Noise Samples - * Integer Scale Mode X & Y not affecting tube scale - * Move Global Variable Update to separate file for compile speed + * Adjustable Bezel Curvature per side? + * Revisit Tate Mode / Vertical Scanline and Rotate CRT artifacts + * Fast Sharpen & Sharp Smoother currently work on x axis, should be relative to scanline direction + * Get GTU to respect scanline direction + * NTSC is causing blurriness when using FB Neo and Rotate CRT - Test Game Batrider + * We need to know what orientation the game is in the first place to do this + * When in interlacing mode for vertical opposite mult should do something + * Use brightness values of sides to control static corner highlight + * Fix Megatron Reflection + * Create 4K Royale Preset * Add .params #reference to with all parameters commented out - * Bezel shadow on Potato Tube / Game Image - * Get CRT image to composite on top of the BG, so effects can affect the BG * We should have a middle pass which has the device behind the CRT tube ---------------------------------------------------- --- Examples -------------------------------------- ---------------------------------------------------- - * Punch Out - Dual Screen - Recent Performance 2022-09-18 Spec RTX-2060, at 4K: 240p image @@ -47,37 +53,40 @@ Spec RTX-2060, at 4K: --- Post V1 --------------------------------------- ---------------------------------------------------- * Auto Rotate - * Original scaling mode to deal with black final viewport in Parallel RDP in both mupen and Parallel cores. - * Compensate for Negative Crop, - * User crop values should be relative to original core image, not core image + negative crop area - * Missing inner Edge static shading? * Guess White/Black Matting? * Auto Shadow for image Layers above screen * Mega Back Light a la philips Hue/Ambient * Night light single glow - Place Glows * Fix Corner Shading + * Double Bezel * Swap option for Blurry vs Sharp Tube Reflection - * Add NTSC Adaptive Preset? - * Add Variations CRT Royale Glass & Advanced - * Do some more OrionsAngel Presets with new Mega_Bezel - * Add option for core res fake scanlines + * Do some OrionsAngel Arcade Presets * Add Rewind Effect? - * Black Edges should be driven by bezel not screen? (Right now bezel overlaps the screen with no black line) - * When in interlacing mode for vertical opposite mult should do something - * Fix bright area of screen showing outside the black line when bezel is hidden - Update Docs & add some notes about GDV & Grade * Rotate Dual Screen - * Adjust Black adjustment so it affects not just black, Falloff? Tweak Afterglow? - * Modulate Range on top of Hue & Value? - * Logo Position offset? - * LCD behavior when reaching resolution limit - * Local vs FullScreen Blur on Corner reflection? + * LCD behavior when reaching resolution limit? * Shadow from Cutout? * Large Slotmask Bitmap Mask - * Do Hylian Sync Version + * Hyllian Sync Version? + * Black frames in Mupen64Plus-Next using parallel RDP, seen in Perfect Dark + * Original scaling mode to deal with black final viewport in Parallel RDP in both mupen and Parallel cores. +Scene Dynamic Lighting + * Reflection from screen on additional elements + * Side Panels, Speaker Panel, Table + * Masking of main and additional reflection + * Bounce lighting from screen to room back to the scene + * Masking behind devices + * Sprite sheet for arcade Lighting loop + * Sprite sheets for left and right machine attract mode loops + * Split Normal vs Additive in layers + + * More Reflection from closer to middle of screen on bezel + + * Additional Screens driven by Sprite Sheets + + * Night Lighting - Modulate Range on top of Hue & Value ---------------------------------------------------- --- Independent Shader Stuff for Main Repo -------- @@ -88,7 +97,7 @@ Spec RTX-2060, at 4K: * Move Resolution Debug to be top justified * Gameboy - * Fix DMG Shader + * Fix DMG Shader or make new one * Fix Low Contrast Issue * Multiple palettes including Custom for Gameboy * Add Gameboy Palettes https://www.deviantart.com/thewolfbunny/gallery/69987002/game-boy-palettes @@ -97,6 +106,7 @@ Spec RTX-2060, at 4K: * Why? Maybe only in Portrait Res? * Outer reflection corner radius should be independent when in independent mode * See why very inner edge seems not affected by reflection mask + * Startup Animation - Sprite Sheet * Frame Shading @@ -106,28 +116,9 @@ Spec RTX-2060, at 4K: * Fix shading with rounded outer corner * Frame shadow should follow corner radius - * Integer Scale Guides? - * Reflection fade option to have reflection come to 100% at inner frame boundary so you can have a glass like effect outside the bezel - * Per Layer Scaling of Cutout? - * Noise Sampling on Tube Highlight * When reflection is off still see inner bezel edge reflection - * Guess Resolution for Core Sampling Multiplier?, Set target vertical downsampled resolution, try to get multiple. - * Reflection on Control Panel and Speaker Panel - * Put Torridgristle LUT back in for blue skys? - * Scanlines - * Get GTU to respect scanline direction - * Color Management/Correction - * Brightness balance the presets so they are consistent, some are currently brighter than others - * Add some standard deconvergence which can be used with the rolling scanlines - * Reflection on areas outside the frame, e.g. Arcade Speaker Panel and Control Panel - * Optimize presets using non-float frame buffers - * Independent frame scaling? - - - - Documentation Troubleshooting New install of retroarch @@ -153,13 +144,21 @@ Old Megabezel https://github.com/HyperspaceMadness/shaders_slang/tree/adf6dc3c0f --- Retroarch Features ----------------------------- ---------------------------------------------------- + * Add Core Provided Aspect as Uniform + * Add Rotation as Uniforms + * Replace Text, for shader type, game & core, content directory + * core_name + * game_name + * [shadertype], [gamename], [corename], [contentdirectory] + * Check textures and use default if not found + + * Append (Prepend) Shader Preset - to add a shader preset to the beginning of the chain * Fix edit shader in UI - Changes are currently lost or need to apply twice * Fix loss of current parameter values when retroarch goes from full screen to window * Fix saving with same name with different capitalization creates self reference * Shaders folder as a path token, e.g. "[shaders]/shaders_slang/" [shaders_dir]? * Hide Parameters - * Add Core Provided Aspect as Uniform * Stop Reloading Shader multiple times on Save (Keep optional param) @@ -186,22 +185,16 @@ Old Megabezel https://github.com/HyperspaceMadness/shaders_slang/tree/adf6dc3c0f * Add "Timer" uniform variable vec4(total-count, count-since-shader-load, oscillator[1,0,1,0,1,...], [unknown/undefined]) * Unknown could be frames since direction change, good for rewind effect - * Replace Text, for shader type, game & core, content directory - * core_name - * game_name - * [shadertype], [gamename], [corename], [contentdirectory] - * Check textures and use default if not found - * Check for alias used multiple times appears as semantic error now * global.x is semantic error if x not in global * GIF support - * Fix Size, only works for textures in DX11, 12, not Vulkan - - Super Glow HighFX Version?, manage brightness - Questions for Survey +What kind of intro would you like as default in the Mega Bezel? +Snow Only +Snow + CH 04 +Snow + Mega Bezel Logo * Old Perf Numbers before Caching diff --git a/bezel/Mega_Bezel/shaders/base/bezel-images.inc b/bezel/Mega_Bezel/shaders/base/bezel-images.inc index fd67f81..fe952b7 100644 --- a/bezel/Mega_Bezel/shaders/base/bezel-images.inc +++ b/bezel/Mega_Bezel/shaders/base/bezel-images.inc @@ -47,6 +47,10 @@ #define CUTOUT_MODE_INSIDE 1 #define CUTOUT_MODE_OUTSIDE 2 +float FILL_MODE_KEEP_TEXTURE_ASPECT = 0; +float FILL_MODE_SPLIT = 1; +float FILL_MODE_STRETCH = 2; + float USE_INHERITED_COORD_OFF = 0; float USE_INHERITED_COORD_ON = 1; @@ -115,7 +119,6 @@ vec2 HSM_GetScaledCoord(vec2 in_viewport_coord, float layer_to_follow, float follow_mode, float scale_full_with_zoom, - float image_aspect_mode, float image_fill_mode, float split_preserve_center, float split_repeat_width, @@ -222,7 +225,7 @@ vec2 HSM_GetScaledCoord(vec2 in_viewport_coord, // Get the overall scale for the placement of the texture (No Split/Fill Yet) out_placement_scale = inherited_scale; - if ( image_aspect_mode == IMAGE_ASPECT_MODE_KEEP_ASPECT ) + if ( image_fill_mode == FILL_MODE_KEEP_TEXTURE_ASPECT ) out_placement_scale.x *= inherited_aspect_difference; out_placement_scale = out_placement_scale * offset_scale; @@ -234,7 +237,7 @@ vec2 HSM_GetScaledCoord(vec2 in_viewport_coord, vec2 drawing_scale = out_placement_scale; float slide_x = 0; - if ( image_fill_mode == FILL_MODE_SPLIT_FILL_HORIZONTAL ) + if ( image_fill_mode == FILL_MODE_SPLIT ) { float abs_ctr_coord_x = abs(out_placement_coord.x - 0.5); // Correct the aspect so it matches the texture and is never stretched @@ -667,7 +670,6 @@ void main() HSM_BG_FOLLOW_LAYER, HSM_BG_FOLLOW_MODE, HSM_BG_FOLLOW_FULL_USES_ZOOM, - HSM_BG_SCALE_KEEP_ASPECT, HSM_BG_FILL_MODE, HSM_BG_SPLIT_PRESERVE_CENTER, HSM_BG_SPLIT_REPEAT_WIDTH, @@ -708,7 +710,7 @@ void main() //---------------------------------------------------- // Device Image //---------------------------------------------------- - bool device_use_vert_image = SCREEN_ASPECT < 1 && textureSize(BackgroundVertImage, 0).y > 16 ? true : false; + bool device_use_vert_image = SCREEN_ASPECT < 1 && textureSize(DeviceVertImage, 0).y > 16 ? true : false; vec2 device_size = device_use_vert_image ? textureSize(DeviceVertImage, 0) : textureSize(DeviceImage, 0); DEVICE_CURVED_COORD = HSM_GetScaledCoord(VIEWPORT_COORD, VIEWPORT_UNSCALED_COORD, @@ -719,7 +721,6 @@ void main() HSM_DEVICE_FOLLOW_LAYER, HSM_DEVICE_FOLLOW_MODE, HSM_DEVICE_FOLLOW_FULL_USES_ZOOM, - HSM_DEVICE_SCALE_KEEP_ASPECT, HSM_DEVICE_FILL_MODE, HSM_DEVICE_SPLIT_PRESERVE_CENTER, HSM_DEVICE_SPLIT_REPEAT_WIDTH, @@ -731,7 +732,7 @@ void main() if (HSM_DEVICE_OPACITY > 0 && device_size.y > 16) { device_image = device_use_vert_image ? HSM_GetMipmappedTexSample(DeviceVertImage, DEVICE_CURVED_COORD, DEVICE_SCALE, HSM_DEVICE_MIPMAPPING_BLEND_BIAS) : - HSM_GetMipmappedTexSample(DeviceImage, DEVICE_CURVED_COORD, DEVICE_SCALE, HSM_DEVICE_MIPMAPPING_BLEND_BIAS); + HSM_GetMipmappedTexSample(DeviceImage, DEVICE_CURVED_COORD, DEVICE_SCALE, HSM_DEVICE_MIPMAPPING_BLEND_BIAS); // Premultiply Alpha device_image = HSM_GetPreMultipliedColorLinear(device_image, HSM_DEVICE_SOURCE_MATTE_TYPE, DEFAULT_SRGB_GAMMA); @@ -765,7 +766,6 @@ void main() HSM_DEVICELED_FOLLOW_LAYER, HSM_DEVICELED_FOLLOW_MODE, HSM_DEVICELED_FOLLOW_FULL_USES_ZOOM, - HSM_DEVICELED_SCALE_KEEP_ASPECT, HSM_DEVICELED_FILL_MODE, HSM_DEVICELED_SPLIT_PRESERVE_CENTER, HSM_DEVICELED_SPLIT_REPEAT_WIDTH, @@ -813,7 +813,6 @@ void main() HSM_LED_FOLLOW_LAYER, HSM_LED_FOLLOW_MODE, HSM_LED_FOLLOW_FULL_USES_ZOOM, - HSM_LED_SCALE_KEEP_ASPECT, HSM_LED_FILL_MODE, HSM_LED_SPLIT_PRESERVE_CENTER, HSM_LED_SPLIT_REPEAT_WIDTH, @@ -859,7 +858,6 @@ void main() HSM_DECAL_FOLLOW_LAYER, HSM_DECAL_FOLLOW_MODE, HSM_DECAL_FOLLOW_FULL_USES_ZOOM, - HSM_DECAL_SCALE_KEEP_ASPECT, HSM_DECAL_FILL_MODE, HSM_DECAL_SPLIT_PRESERVE_CENTER, HSM_DECAL_SPLIT_REPEAT_WIDTH, @@ -904,7 +902,6 @@ void main() HSM_TOP_FOLLOW_LAYER, HSM_TOP_FOLLOW_MODE, HSM_TOP_FOLLOW_FULL_USES_ZOOM, - HSM_TOP_SCALE_KEEP_ASPECT, HSM_TOP_FILL_MODE, HSM_TOP_SPLIT_PRESERVE_CENTER, HSM_TOP_SPLIT_REPEAT_WIDTH, @@ -948,6 +945,8 @@ void main() if (HSM_CAB_GLASS_OPACITY > 0) { + + vec2 cab_glass_size = textureSize(CabinetGlassImage, 0); CAB_GLASS_CURVED_COORD = HSM_GetScaledCoord(VIEWPORT_COORD, VIEWPORT_UNSCALED_COORD, @@ -958,7 +957,6 @@ void main() HSM_CAB_GLASS_FOLLOW_LAYER, HSM_CAB_GLASS_FOLLOW_MODE, HSM_CAB_GLASS_FOLLOW_FULL_USES_ZOOM, - HSM_CAB_GLASS_SCALE_KEEP_ASPECT, HSM_CAB_GLASS_FILL_MODE, HSM_CAB_GLASS_SPLIT_PRESERVE_CENTER, HSM_CAB_GLASS_SPLIT_REPEAT_WIDTH, @@ -1015,7 +1013,6 @@ void main() HSM_CUTOUT_FOLLOW_LAYER, FOLLOW_MODE_SCALE_AND_POS, HSM_CUTOUT_FOLLOW_FULL_USES_ZOOM, - HSM_CUTOUT_KEEP_ASPECT, FILL_MODE_STRETCH, 0, 0, @@ -1040,7 +1037,6 @@ void main() HSM_VIEWPORT_VIGNETTE_FOLLOW_LAYER, FOLLOW_MODE_SCALE_AND_POS, FOLLOW_LAYER_VIEWPORT, - 0, FILL_MODE_STRETCH, 0, 0, diff --git a/bezel/Mega_Bezel/shaders/base/cache-info.inc b/bezel/Mega_Bezel/shaders/base/cache-info.inc index 3662758..4fc8ea3 100644 --- a/bezel/Mega_Bezel/shaders/base/cache-info.inc +++ b/bezel/Mega_Bezel/shaders/base/cache-info.inc @@ -22,6 +22,72 @@ along with this program. If not, see [http://www.gnu.org/licenses/]. */ +#pragma format R32G32B32A32_SFLOAT + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 1) uniform sampler2D Source; +layout(set = 0, binding = 2) uniform sampler2D InfoCachePassFeedback; +layout(set = 0, binding = 3) uniform sampler2D ScreenPlacementImage; + +// Get the original size with split area added +vec2 HSM_GetScreenCorePreppedSize(float screen_index) +{ + vec2 core_prepped_size = global.NegativeCropAddedPassSize.xy; + + if (HSM_DUALSCREEN_MODE > 0) + if (HSM_GetCoreImageSplitDirection() == 1) + core_prepped_size.y *= 0.5; + else + core_prepped_size.x *= 0.5; + + return core_prepped_size; +} + +vec2 HSM_GetRotatedScreenCorePreppedSize(float screen_index) +{ + vec2 original_size = HSM_GetScreenCorePreppedSize(screen_index); + return HSM_ROTATE_CORE_IMAGE * original_size.yx + (1 - HSM_ROTATE_CORE_IMAGE) * original_size.xy; +} + +vec2 HSM_GetRotatedScreenDerezedSize() +{ + vec2 pass_size = global.DerezedPassSize.xy; + + if (HSM_DUALSCREEN_MODE > 0) + if (HSM_GetCoreImageSplitDirection() == 1) + pass_size.y *= 0.5; + else + pass_size.x *= 0.5; + + return HSM_ROTATE_CORE_IMAGE * pass_size.yx + (1 - HSM_ROTATE_CORE_IMAGE) * pass_size.xy; +} + +float HSM_GetUseVerticalScanlines(float screen_aspect) +{ + float auto_use_vert_scanlines = screen_aspect < 1 ? 1 : 0; + float out_scanline_direction = 0; + + if (HSM_SCANLINE_DIRECTION < 1) + out_scanline_direction = screen_aspect < 1 ? 1 : 0; + else if (HSM_SCANLINE_DIRECTION > 1.5) + out_scanline_direction = 1; + + return out_scanline_direction; +} + vec2 HSM_GetScreenScaleWithEdgeHeight(vec2 edge_thickness, vec2 screen_scale) // Edge thickness is a 0 to 1 percentage of the screen height { @@ -53,7 +119,7 @@ vec2 HSM_GetTubeScale(vec2 screen_scale, float image_placement_screen_height, ve return HSM_GetScreenScaleWithEdgeHeight(edge_thickness * vec2(1.2 / 100.0 * normalized_screen_height), screen_scale * HSM_BZL_SCALE_OFFSET); } - +// TODO need to get the screen scale before integer scale so we can derive automatic scanlines from it // HSM_SNAP_TO_CLOSEST_INT_SCALE_TOLERANCE vec2 HSM_GetScreenScale(float screen_aspect, float screen_height_from_image, vec2 cropped_size) { @@ -178,11 +244,23 @@ float HSM_GetIsCorePreppedSizeVertical(float screen_index) return aspect_ratio < 1 ? 1 : 0; } +vec2 HSM_GetResMult(float use_vert_scanlines) +{ + vec2 sampling_mult = vec2(HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR, HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR); + + if (use_vert_scanlines == 1 && HSM_ROTATE_CORE_IMAGE == 0 || use_vert_scanlines == 0 && HSM_ROTATE_CORE_IMAGE == 1) + sampling_mult = sampling_mult.yx; + + return sampling_mult; +} + bool HSM_ResolutionIsEqual(vec2 in_res, vec2 match_res) { return (in_res == match_res); } +// if return_rough_aspect is on we only get a rough aspect which doesn't +// require the cropped_size (which implicates the use_vertical_scanlines) float HSM_GetScreenAspect(float screen_index, vec2 cropped_size) { vec2 original_size = HSM_GetRotatedCoreOriginalSize(); @@ -358,7 +436,7 @@ vec4 HSM_GetBlackOnlyCropInPixels(sampler2D in_sampler_2D, vec2 sample_start_pix return clamp(vec4(final_crop_left_px, final_crop_top_px, final_crop_right_px, final_crop_bottom_px), 0, 512); } -void HSM_GetCroppedRotatedSizeAndPixelSampleAreaStart(float screen_index, sampler2D original_pass, inout vec2 cropped_rotated_size, inout vec2 cropped_rotated_size_with_res_mult, inout vec2 cropped_sample_area_start ) +void HSM_GetCroppedRotatedSizeAndPixelSampleAreaStart(float screen_index, sampler2D original_pass, inout vec2 cropped_rotated_size, inout vec2 cropped_sample_area_start) { screen_index = HSM_GetSwappedScreenIndex(screen_index); vec2 rotated_negative_crop_added_size = HSM_GetRotatedNegativeCropAddedSize(); @@ -383,9 +461,6 @@ void HSM_GetCroppedRotatedSizeAndPixelSampleAreaStart(float screen_index, sample float final_crop_right_px = 0; float final_crop_bottom_px = 0; - cropped_rotated_size = vec2(100); - cropped_sample_area_start = vec2(100); - if (HSM_DUALSCREEN_MODE > 0) { float zoom_crop = 0; @@ -495,15 +570,20 @@ void HSM_GetCroppedRotatedSizeAndPixelSampleAreaStart(float screen_index, sample cropped_rotated_size = rotated_negative_crop_added_size - vec2(final_crop_left_px + final_crop_right_px, final_crop_top_px + final_crop_bottom_px); cropped_sample_area_start = vec2(final_crop_left_px, final_crop_top_px); +} - vec2 sampling_mult = HSM_GetResMult(); +vec2 HSM_GetCroppedRotatedSizeWithResMult(vec2 cropped_rotated_size, vec2 sampling_mult) +{ sampling_mult = HSM_ROTATE_CORE_IMAGE == 1 ? sampling_mult.yx : sampling_mult.xy; - cropped_rotated_size_with_res_mult = ceil(cropped_rotated_size * sampling_mult.xy); + return ceil(cropped_rotated_size * sampling_mult.xy); } float HSM_GetParameterSum() { float out_sum = (0 + + global.FinalViewportSize.x + + global.FinalViewportSize.y + + HSM_GLOBAL_GRAPHICS_BRIGHTNESS * 100 + HSM_STATIC_LAYERS_GAMMA @@ -637,7 +717,6 @@ float HSM_GetParameterSum() + HSM_AMBIENT1_SATURATION * 100 + HSM_AMBIENT1_VALUE * 100 + HSM_AMBIENT1_CONTRAST - + HSM_AMBIENT1_SCALE_KEEP_ASPECT + HSM_AMBIENT1_SCALE_INHERIT_MODE + HSM_AMBIENT1_SCALE * 100 + HSM_AMBIENT1_SCALE_X * 100 @@ -653,7 +732,6 @@ float HSM_GetParameterSum() + HSM_AMBIENT2_SATURATION * 100 + HSM_AMBIENT2_VALUE * 100 + HSM_AMBIENT2_CONTRAST - + HSM_AMBIENT2_SCALE_KEEP_ASPECT + HSM_AMBIENT2_SCALE_INHERIT_MODE + HSM_AMBIENT2_SCALE * 100 + HSM_AMBIENT2_SCALE_X * 100 @@ -770,7 +848,6 @@ float HSM_GetParameterSum() + HSM_BG_FILL_MODE + HSM_BG_SPLIT_PRESERVE_CENTER * 1000 + HSM_BG_SPLIT_REPEAT_WIDTH * 1000 - + HSM_BG_SCALE_KEEP_ASPECT + HSM_BG_SCALE * 100 + HSM_BG_SCALE_X * 100 + HSM_BG_POS_X * 100 @@ -793,7 +870,6 @@ float HSM_GetParameterSum() + HSM_CUTOUT_EXPLICIT_ASPECT + HSM_CUTOUT_FOLLOW_LAYER + HSM_CUTOUT_FOLLOW_FULL_USES_ZOOM - + HSM_CUTOUT_KEEP_ASPECT + HSM_CUTOUT_SCALE * 100 + HSM_CUTOUT_SCALE_X * 100 + HSM_CUTOUT_POS_X * 400 @@ -818,7 +894,6 @@ float HSM_GetParameterSum() + HSM_LED_FOLLOW_LAYER + HSM_LED_FOLLOW_MODE + HSM_LED_FOLLOW_FULL_USES_ZOOM - + HSM_LED_SCALE_KEEP_ASPECT + HSM_LED_FILL_MODE + HSM_LED_SPLIT_PRESERVE_CENTER * 1000 + HSM_LED_SPLIT_REPEAT_WIDTH * 1000 @@ -846,7 +921,6 @@ float HSM_GetParameterSum() + HSM_DEVICE_FOLLOW_LAYER + HSM_DEVICE_FOLLOW_MODE + HSM_DEVICE_FOLLOW_FULL_USES_ZOOM - + HSM_DEVICE_SCALE_KEEP_ASPECT + HSM_DEVICE_FILL_MODE + HSM_DEVICE_SPLIT_PRESERVE_CENTER * 1000 + HSM_DEVICE_SPLIT_REPEAT_WIDTH * 1000 @@ -874,7 +948,6 @@ float HSM_GetParameterSum() + HSM_DEVICELED_FOLLOW_LAYER + HSM_DEVICELED_FOLLOW_MODE + HSM_DEVICELED_FOLLOW_FULL_USES_ZOOM - + HSM_DEVICELED_SCALE_KEEP_ASPECT + HSM_DEVICELED_FILL_MODE + HSM_DEVICELED_SPLIT_PRESERVE_CENTER * 1000 + HSM_DEVICELED_SPLIT_REPEAT_WIDTH * 1000 @@ -902,7 +975,6 @@ float HSM_GetParameterSum() + HSM_DECAL_FOLLOW_LAYER + HSM_DECAL_FOLLOW_MODE + HSM_DECAL_FOLLOW_FULL_USES_ZOOM - + HSM_DECAL_SCALE_KEEP_ASPECT + HSM_DECAL_FILL_MODE + HSM_DECAL_SPLIT_PRESERVE_CENTER * 1000 + HSM_DECAL_SPLIT_REPEAT_WIDTH * 1000 @@ -930,7 +1002,6 @@ float HSM_GetParameterSum() + HSM_CAB_GLASS_FOLLOW_LAYER + HSM_CAB_GLASS_FOLLOW_MODE + HSM_CAB_GLASS_FOLLOW_FULL_USES_ZOOM - + HSM_CAB_GLASS_SCALE_KEEP_ASPECT + HSM_CAB_GLASS_FILL_MODE + HSM_CAB_GLASS_SPLIT_PRESERVE_CENTER * 1000 + HSM_CAB_GLASS_SPLIT_REPEAT_WIDTH * 1000 @@ -958,7 +1029,6 @@ float HSM_GetParameterSum() + HSM_TOP_FOLLOW_LAYER + HSM_TOP_FOLLOW_MODE + HSM_TOP_FOLLOW_FULL_USES_ZOOM - + HSM_TOP_SCALE_KEEP_ASPECT + HSM_TOP_FILL_MODE + HSM_TOP_SPLIT_PRESERVE_CENTER * 1000 + HSM_TOP_SPLIT_REPEAT_WIDTH * 1000 @@ -977,6 +1047,16 @@ float HSM_GetParameterSum() return out_sum; } +vec2 GetScreenSizeWithZoom(vec2 screen_scale) +{ + vec2 screen_size = global.FinalViewportSize.xy * screen_scale * HSM_VIEWPORT_ZOOM; + // Round this so we get proper integers + + // TODO try + eps and floor + screen_size = vec2(ceil(screen_size.x), ceil(screen_size.y)); + return screen_size; +} + vec4 HSM_GetColorForScreenInfoCache(vec2 viewport_coord, sampler2D feedback_pass, sampler2D original_pass, sampler2D screen_placement_image) { NEGATIVE_CROP_EXPAND_MULTIPLIER = global.NegativeCropAddedPassSize.y / global.DerezedPassSize.y; @@ -985,15 +1065,18 @@ vec4 HSM_GetColorForScreenInfoCache(vec2 viewport_coord, sampler2D feedback_pass vec4 out_color = vec4(0); float output_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y; vec2 rotated_derezed_size = HSM_GetRotatedScreenDerezedSize(); - vec2 cropped_rotated_size_with_res_mult = vec2(100); vec2 cropped_rotated_size = vec2(100); vec2 cropped_sample_area_start_pixel_coord = vec2(100); - HSM_GetCroppedRotatedSizeAndPixelSampleAreaStart(1, original_pass, cropped_rotated_size, cropped_rotated_size_with_res_mult, cropped_sample_area_start_pixel_coord); + HSM_GetCroppedRotatedSizeAndPixelSampleAreaStart(1, original_pass, cropped_rotated_size, cropped_sample_area_start_pixel_coord); + float screen_aspect = HSM_GetScreenAspect(1, cropped_rotated_size); + float use_vertical_scanlines = HSM_GetUseVerticalScanlines(screen_aspect); + vec2 sampling_dir_mult = HSM_GetResMult(use_vertical_scanlines); + vec2 cropped_rotated_size_with_res_mult = HSM_GetCroppedRotatedSizeWithResMult(cropped_rotated_size, sampling_dir_mult); // First Screen vec3 screen_pos_and_height = HSM_GetScreenPlacementAndHeight(screen_placement_image, 60); - float screen_aspect = HSM_GetScreenAspect(1, cropped_rotated_size); vec2 screen_scale = HSM_GetScreenScale(screen_aspect, screen_pos_and_height.z, cropped_rotated_size); + vec2 screen_size = GetScreenSizeWithZoom(screen_scale); vec2 tube_diffuse_scale = HSM_GetTubeScale(screen_scale, screen_pos_and_height.z, vec2(HSM_TUBE_EMPTY_THICKNESS * HSM_TUBE_EMPTY_THICKNESS_X_SCALE, HSM_TUBE_EMPTY_THICKNESS)); float tube_diffuse_aspect = tube_diffuse_scale.x / tube_diffuse_scale.y * output_aspect; @@ -1016,17 +1099,14 @@ vec4 HSM_GetColorForScreenInfoCache(vec2 viewport_coord, sampler2D feedback_pass vec2 rotated_core_preppezd_size = HSM_GetRotatedScreenCorePreppedSize(1); - vec2 cropped_size_with_res_mult_2nd_screen = vec2(100); vec2 cropped_size_2nd_screen = vec2(100); vec2 sample_area_start_pixel_coord_2nd_screen = vec2(100); - HSM_GetCroppedRotatedSizeAndPixelSampleAreaStart(2, original_pass, cropped_size_2nd_screen, cropped_size_with_res_mult_2nd_screen, sample_area_start_pixel_coord_2nd_screen); + HSM_GetCroppedRotatedSizeAndPixelSampleAreaStart(2, original_pass, cropped_size_2nd_screen, sample_area_start_pixel_coord_2nd_screen); float screen_aspect_2nd_screen = HSM_2ND_SCREEN_ASPECT_RATIO_MODE == 1 ? cropped_size_2nd_screen.x/cropped_size_2nd_screen.y : screen_aspect; vec2 screen_scale_2nd_screen = HSM_GetScreenScaleFor2ndScreen(screen_scale, screen_aspect_2nd_screen); + vec2 screen_size_2nd_screen = GetScreenSizeWithZoom(screen_scale_2nd_screen); + vec2 cropped_size_with_res_mult_2nd_screen = HSM_GetCroppedRotatedSizeWithResMult(cropped_size_2nd_screen, sampling_dir_mult); - // vec2 tube_scale_2nd_screen = HSM_GetTubeScale(screen_scale_2nd_screen, DEFAULT_UNCORRECTED_SCREEN_SCALE.y, vec2(HSM_TUBE_EMPTY_THICKNESS + HSM_TUBE_BLACK_EDGE_THICKNESS) * vec2(HSM_TUBE_EMPTY_THICKNESS_X_SCALE * HSM_TUBE_BLACK_EDGE_THICKNESS_X_SCALE, 1)); - // vec2 black_edge_scale_2nd_screen = HSM_GetTubeScale(screen_scale_2nd_screen, DEFAULT_UNCORRECTED_SCREEN_SCALE.y, vec2(HSM_TUBE_EMPTY_THICKNESS) * vec2(HSM_TUBE_EMPTY_THICKNESS_X_SCALE, 1)); - - // New vec2 tube_diffuse_scale_2nd_screen = HSM_GetTubeScale(screen_scale_2nd_screen, DEFAULT_UNCORRECTED_SCREEN_SCALE.y, vec2(HSM_TUBE_EMPTY_THICKNESS * HSM_TUBE_EMPTY_THICKNESS_X_SCALE, HSM_TUBE_EMPTY_THICKNESS)); vec2 tube_scale_2nd_screen = HSM_GetTubeScale(tube_diffuse_scale_2nd_screen, DEFAULT_UNCORRECTED_SCREEN_SCALE.y, vec2(HSM_TUBE_BLACK_EDGE_THICKNESS * HSM_TUBE_BLACK_EDGE_THICKNESS_X_SCALE, HSM_TUBE_BLACK_EDGE_THICKNESS)); float tube_aspect_2nd_screen = tube_scale_2nd_screen.x / tube_scale_2nd_screen.y * output_aspect; @@ -1043,6 +1123,7 @@ vec4 HSM_GetColorForScreenInfoCache(vec2 viewport_coord, sampler2D feedback_pass sample_2d_range = HSM_GetCacheSampleRange(1, 1); if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1) { + out_color.rg = sampling_dir_mult; out_color.a = HSM_GetAverageLuma(original_pass, global.NegativeCropAddedPassSize.xy); } @@ -1175,7 +1256,7 @@ vec4 HSM_GetColorForScreenInfoCache(vec2 viewport_coord, sampler2D feedback_pass { out_color.r = NEGATIVE_CROP_EXPAND_MULTIPLIER; out_color.g = MAX_NEGATIVE_CROP; - out_color.b = HSM_GetUseVerticalScanlines(screen_aspect); + out_color.b = use_vertical_scanlines; } // TODO need to add TUBE_DIFFUSE_ASPECT & deal with 2nd Screen @@ -1189,7 +1270,16 @@ vec4 HSM_GetColorForScreenInfoCache(vec2 viewport_coord, sampler2D feedback_pass out_color.ba = tube_diffuse_scale_2nd_screen; } - // Saple 4, 4 is used for CACHE_INFO_CHANGED + // Sample 4, 4 + // rg SCREEN_SIZE + // ba SCREEN_SIZE_2ND_SCREEN + sample_2d_range = HSM_GetCacheSampleRange(4, 4); + if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1) + { + out_color.rg = screen_size; + out_color.ba = screen_size_2nd_screen; + } + vec2 sample_coord = vec2(0); vec4 texture_sample = vec4(0); @@ -1225,13 +1315,14 @@ vec4 HSM_GetColorForScreenInfoCache(vec2 viewport_coord, sampler2D feedback_pass // Need to check croped sample resolutions of both screens bool cache_changed = res_mult_size_sum != res_mult_size_sum_feedback || res_mult_size2_sum != res_mult_size2_sum_feedback || - abs((parameter_sum) - (parameter_sum_feedback)) > 0.0000001 ? true : false; + abs((parameter_sum) - (parameter_sum_feedback)) > 0.0000001 ? true : false || + HSM_CACHE_GRAPHICS_ON < 0.5; //----------------------------------------------------- // Store if the cache has changed since last frame - // Sample 4, 4 + // Sample 8, 8 // r CACHE_INFO_CHANGED - sample_2d_range = HSM_GetCacheSampleRange(4, 4); + sample_2d_range = HSM_GetCacheSampleRange(8, 8); if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1) { out_color.r = cache_changed ? 1 : 0; @@ -1240,26 +1331,6 @@ vec4 HSM_GetColorForScreenInfoCache(vec2 viewport_coord, sampler2D feedback_pass return out_color; } -#pragma format R32G32B32A32_SFLOAT - -#pragma stage vertex -layout(location = 0) in vec4 Position; -layout(location = 1) in vec2 TexCoord; -layout(location = 0) out vec2 vTexCoord; - -void main() -{ - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 1) uniform sampler2D Source; -layout(set = 0, binding = 2) uniform sampler2D InfoCachePassFeedback; -layout(set = 0, binding = 3) uniform sampler2D ScreenPlacementImage; - void main() { FragColor = HSM_GetColorForScreenInfoCache(vTexCoord, InfoCachePassFeedback, Source, ScreenPlacementImage); diff --git a/bezel/Mega_Bezel/shaders/base/combine-passes-hdr.slang b/bezel/Mega_Bezel/shaders/base/combine-passes-hdr.slang new file mode 100644 index 0000000..e539a58 --- /dev/null +++ b/bezel/Mega_Bezel/shaders/base/combine-passes-hdr.slang @@ -0,0 +1,9 @@ +#version 450 + +#define IS_HDR_PRESET +#pragma format A2B10G10R10_UNORM_PACK32 +#include "../megatron/include/parameters-hdr-color.h" +#include "../megatron/include/gamma_correct.h" +#include "../megatron/include/inverse_tonemap.h" + +#include "combine-passes.inc" \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/base/combine-passes-no-reflect-hdr.slang b/bezel/Mega_Bezel/shaders/base/combine-passes-no-reflect-hdr.slang new file mode 100644 index 0000000..a016af1 --- /dev/null +++ b/bezel/Mega_Bezel/shaders/base/combine-passes-no-reflect-hdr.slang @@ -0,0 +1,12 @@ +#version 450 + +#define IS_NO_REFLECT_PRESET +#define IS_HDR_PRESET + +#include "../megatron/include/parameters-hdr-color.h" +#include "../megatron/include/gamma_correct.h" +#include "../megatron/include/inverse_tonemap.h" + +#pragma format A2B10G10R10_UNORM_PACK32 + +#include "combine-passes.inc" \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/base/combine-passes.inc b/bezel/Mega_Bezel/shaders/base/combine-passes.inc index 46abd1e..0ac391c 100644 --- a/bezel/Mega_Bezel/shaders/base/combine-passes.inc +++ b/bezel/Mega_Bezel/shaders/base/combine-passes.inc @@ -27,10 +27,22 @@ #include "common/common-functions.inc" #include "common/common-functions-bezel.inc" +#define RENDER_SIMPLE_MODE_NONE 0 +#define RENDER_SIMPLE_MODE_BLACK_SCREEN 1 +#define RENDER_SIMPLE_MODE_BLACK_SCREEN_AND_BG 2 +#define RENDER_SIMPLE_MODE_PINK_MASK 3 +#define RENDER_SIMPLE_MODE_BLACK_WHITE_MASK 4 + +#define RENDER_SIMPLE_MASK_TYPE_SCREEN 0 +#define RENDER_SIMPLE_MASK_TYPE_TUBE 1 +#define RENDER_SIMPLE_MASK_TYPE_BEZEL_AND_FRAME 2 +#define RENDER_SIMPLE_MASK_TYPE_BEZEL 3 +#define RENDER_SIMPLE_MASK_TYPE_FRAME 4 vec2 UNFLIPPED_VIEWPORT_COORD = vec2(0.5); vec2 FLIPPED_VIEWPORT_COORD = vec2(0.5); + ////////////////////////////////////////////////////////////////////////////////////////////////// #pragma stage vertex @@ -38,7 +50,6 @@ layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 6) out vec2 vTexCoord; -layout(location = 8) out vec3 BEZEL_FRAME_ORIGINAL_COLOR_RGB; ////////////////////////////////////////////////////////////////////////////////////////////////// void main() @@ -47,7 +58,6 @@ void main() vTexCoord = TexCoord; // Not sure why we need linearize this but it seems to have a smoother range this way - BEZEL_FRAME_ORIGINAL_COLOR_RGB = HSM_Linearize(vec4(HSM_HSVtoRGB(vec3(HSM_BZL_COLOR_HUE, HSM_BZL_COLOR_SATURATION, HSM_BZL_COLOR_VALUE)), 1), DEFAULT_SRGB_GAMMA).rgb; } ////////////////////////////////////////////////////////////////////////////////////////////////// @@ -59,22 +69,50 @@ layout(location = 0) out vec4 FragColor; // Pass Framebuffer Textures layout(set = 0, binding = 1) uniform sampler2D InfoCachePass; - -layout(set = 0, binding = 3) uniform sampler2D BR_LayersUnderCRTPass; +layout(set = 0, binding = 2) uniform sampler2D CorePass; +layout(set = 0, binding = 3) uniform sampler2D DerezedPass; +layout(set = 0, binding = 4) uniform sampler2D DeditherPass; +layout(set = 0, binding = 5) uniform sampler2D ColorCorrectPass; +layout(set = 0, binding = 6) uniform sampler2D LinearizePass; +layout(set = 0, binding = 7) uniform sampler2D CRTPass; +layout(set = 0, binding = 8) uniform sampler2D PostCRTPass; #ifdef IS_NO_REFLECT_PRESET -layout(set = 0, binding = 4) uniform sampler2D MBZ_PostCRTPass; -#define MiddlePass MBZ_PostCRTPass +#define MiddlePass PostCRTPass #else -layout(set = 0, binding = 4) uniform sampler2D BR_CRTAndReflectionPass; -#define MiddlePass BR_CRTAndReflectionPass +layout(set = 0, binding = 9) uniform sampler2D ReflectionPass; +#define MiddlePass ReflectionPass #endif -layout(set = 0, binding = 5) uniform sampler2D BR_LayersOverCRTPass; +layout(set = 0, binding = 10) uniform sampler2D BR_LayersUnderCRTPass; +layout(set = 0, binding = 11) uniform sampler2D BR_LayersOverCRTPass; -layout(set = 0, binding = 6) uniform sampler2D CombinePassFeedback; +layout(set = 0, binding = 12) uniform sampler2D CombinePassFeedback; #define PassFeedback CombinePassFeedback + +vec3 PrepGraphicsForHDR(vec3 in_color) +{ + vec3 out_color = in_color.rgb; + + out_color *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS; + +#ifdef IS_HDR_PRESET + + if((HCRT_HDR < 1.0f) && (HCRT_COLOUR_ACCURATE < 1.0f)) + if(HCRT_OUTPUT_COLOUR_SPACE == 2.0f) + out_color= (out_color * k709_to_XYZ) * kXYZ_to_DCIP3; + + if(HCRT_HDR > 0.5f) + out_color = InverseTonemap(out_color, HCRT_MAX_NITS, HCRT_PAPER_WHITE_NITS); + + if((HCRT_HDR >= 1.0f) && (HCRT_COLOUR_ACCURATE < 1.0f)) + out_color *= k2020Gamuts[uint(HCRT_EXPAND_GAMUT)] * (HCRT_PAPER_WHITE_NITS / kMaxNitsFor2084); +#endif + + return out_color; +} + ////////////////////////////////////////////////////////////////////////////////////////////////// void main() { @@ -82,13 +120,67 @@ void main() vec2 VIEWPORT_COORD = HSM_GetViewportCoordWithZoomAndPan(vTexCoord); HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); + if (HSM_SHOW_PASS_INDEX > 0.5) + { + FragColor = vec4(0); + + vec2 coord_for_raw_passes = HSM_SHOW_PASS_APPLY_SCREEN_COORD > 0.5 ? HSM_GetCRTShaderCurvedCoord(SCREEN_COORD) : vTexCoord; + +#ifndef IS_NO_REFLECT_PRESET + // REFLECTION + if (HSM_SHOW_PASS_INDEX == 1) + FragColor = texture(ReflectionPass, vTexCoord); +#endif + + // TUBE + if (HSM_SHOW_PASS_INDEX == 2) + FragColor = texture(PostCRTPass, vTexCoord); + + // CRT + if (HSM_SHOW_PASS_INDEX == 3) + FragColor = texture(CRTPass, vTexCoord); + + // INTERLACE & LINEARIZE + if (HSM_SHOW_PASS_INDEX == 4) + FragColor = texture(LinearizePass, (floor(coord_for_raw_passes * textureSize(LinearizePass, 0)) + 0.5) / textureSize(LinearizePass, 0)); + + // COLOR CORRECT & UPSCALE + if (HSM_SHOW_PASS_INDEX == 5) + FragColor = texture(ColorCorrectPass, (floor(coord_for_raw_passes * textureSize(ColorCorrectPass, 0)) + 0.5) / textureSize(ColorCorrectPass, 0)); + + // DEDITHER + if (HSM_SHOW_PASS_INDEX == 6) + FragColor = texture(DeditherPass, (floor(coord_for_raw_passes * textureSize(DeditherPass, 0)) + 0.5) / textureSize(DeditherPass, 0)); + + // DREZ + if (HSM_SHOW_PASS_INDEX == 7) + FragColor = texture(DerezedPass, coord_for_raw_passes); + + // CORE + if (HSM_SHOW_PASS_INDEX == 8) + FragColor = texture(CorePass, coord_for_raw_passes); + + // LAYERS TOP + if (HSM_SHOW_PASS_INDEX == 9) + FragColor = texture(BR_LayersOverCRTPass, vTexCoord); + + // LAYERS BOTTOM + if (HSM_SHOW_PASS_INDEX == 10) + FragColor = texture(BR_LayersUnderCRTPass, vTexCoord); + + // Linearize passes which are not already in linear space + if (HSM_SHOW_PASS_INDEX < 5 || HSM_SHOW_PASS_INDEX > 8) + FragColor = HSM_Delinearize(FragColor, DEFAULT_SRGB_GAMMA); + + return; + } // Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area HSM_GetBezelCoords(TUBE_DIFFUSE_COORD, - TUBE_DIFFUSE_COORD, + TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, - false, + false, BEZEL_OUTSIDE_SCALE, BEZEL_OUTSIDE_COORD, BEZEL_OUTSIDE_CURVED_COORD, @@ -104,15 +196,13 @@ void main() } } - vec4 out_color = texture(BR_LayersUnderCRTPass, vTexCoord); - out_color.rgb *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS; + vec4 under_layer = texture(BR_LayersUnderCRTPass, vTexCoord); + under_layer.rgb = PrepGraphicsForHDR(under_layer.rgb); + + vec4 out_color = under_layer; vec4 crt_layer = texture(MiddlePass, vTexCoord); - #ifdef IS_NO_REFLECT_PRESET - crt_layer = HSM_Linearize(crt_layer, DEFAULT_SRGB_GAMMA); - #endif - if (HSM_RENDER_SIMPLE_MODE > 0.5) crt_layer.rgb = vec3(0); @@ -124,10 +214,10 @@ void main() out_color = HSM_PreMultAlphaBlend(out_color, crt_layer); vec4 over_layer = texture(BR_LayersOverCRTPass, vTexCoord); - over_layer.rgb *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS; - out_color = HSM_PreMultAlphaBlend(out_color, over_layer); + over_layer.rgb = PrepGraphicsForHDR(over_layer.rgb); - FragColor = HSM_ApplyGamma(clamp(out_color, 0, 1), DEFAULT_SRGB_GAMMA); + out_color = HSM_PreMultAlphaBlend(out_color, over_layer); + FragColor = out_color; if (HSM_RENDER_SIMPLE_MODE > 0.5) { @@ -137,7 +227,6 @@ void main() TUBE_DIFFUSE_MASK = HSM_GetCornerMask(((TUBE_DIFFUSE_CURVED_COORD - 0.5) * 1.001) + 0.5, TUBE_DIFFUSE_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_TUBE_BLACK_EDGE_CORNER_RADIUS_SCALE, HSM_TUBE_BLACK_EDGE_SHARPNESS); TUBE_MASK = HSM_GetCornerMask(tube_curved_coord, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99); - // float TUBE_MASK_TRIM = HSM_GetCornerMask((tube_curved_coord - 0.5) * 1.003 + 0.5, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99); INSIDE_BEZEL_MASK = HSM_GetCornerMask(BEZEL_OUTSIDE_CURVED_COORD, TUBE_DIFFUSE_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_BZL_OUTER_CORNER_RADIUS_SCALE, 0.9); BEZEL_MASK = INSIDE_BEZEL_MASK * (1 - TUBE_MASK); @@ -192,38 +281,14 @@ void main() // If we have calculated an image then set -1 as a flag to show that we have if (UNFLIPPED_VIEWPORT_COORD.x < (2 / global.OutputSize.x) && UNFLIPPED_VIEWPORT_COORD.y < (2 / global.OutputSize.y)) FragColor.a = -1; - - return; -} - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +#ifndef IS_HDR_PRESET + FragColor = HSM_Delinearize(FragColor, DEFAULT_SRGB_GAMMA); +#endif +#ifdef IS_HDR_PRESET + vec3 output_colour = vec3(0); + LinearToOutputColor(FragColor.rgb, output_colour); + FragColor = vec4(output_colour, 1.0f); +#endif +} \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/base/common/base-functions.inc b/bezel/Mega_Bezel/shaders/base/common/base-functions.inc index e2a38f0..04a2891 100644 --- a/bezel/Mega_Bezel/shaders/base/common/base-functions.inc +++ b/bezel/Mega_Bezel/shaders/base/common/base-functions.inc @@ -149,12 +149,11 @@ vec4 HSM_UpdateGlobalScreenValuesFromCache(sampler2D in_cache_pass, vec2 vTexCoo sample_coord = HSM_GetCacheSampleCoord(1, 1); texture_sample = texture(in_cache_pass, sample_coord); AVERAGE_LUMA = texture_sample.a; + SAMPLING_SCANLINE_DIR_MULT = texture_sample.r; + SAMPLING_OPPOSITE_DIR_MULT = texture_sample.g; float res_mult_size_sum = 0; - float res_mult_size_sum_feedback = 0; - float res_mult_size2_sum = 0; - float res_mult_size2_sum_feedback = 0; if (SCREEN_INDEX == 1) { @@ -196,6 +195,13 @@ vec4 HSM_UpdateGlobalScreenValuesFromCache(sampler2D in_cache_pass, vec2 vTexCoo texture_sample = texture(in_cache_pass, sample_coord); CROPPED_ROTATED_SIZE = texture_sample.rg; SAMPLE_AREA_START_PIXEL_COORD = texture_sample.ba; + + // Sample 4, 4 + // rg screen size first screen + // ba screen size second screen + sample_coord = HSM_GetCacheSampleCoord(4, 4); + texture_sample = texture(in_cache_pass, sample_coord); + SCREEN_SIZE = texture_sample.rg; } // If we are in the section of the viewport which is the second screen if (SCREEN_INDEX == 2) @@ -238,6 +244,13 @@ vec4 HSM_UpdateGlobalScreenValuesFromCache(sampler2D in_cache_pass, vec2 vTexCoo texture_sample = texture(in_cache_pass, sample_coord); CROPPED_ROTATED_SIZE = texture_sample.rg; SAMPLE_AREA_START_PIXEL_COORD = texture_sample.ba; + + // Sample 4, 4 + // rg screen size first screen + // ba screen size second screen + sample_coord = HSM_GetCacheSampleCoord(4, 4); + texture_sample = texture(in_cache_pass, sample_coord); + SCREEN_SIZE = texture_sample.ba; } // Sample 3, 1 @@ -310,12 +323,13 @@ vec4 HSM_UpdateGlobalScreenValuesFromCache(sampler2D in_cache_pass, vec2 vTexCoo MAX_NEGATIVE_CROP = texture_sample.g; USE_VERTICAL_SCANLINES = texture_sample.b; - // Sample 4, 4 + // Sample 8, 8 // r CACHE_INFO_CHANGED - sample_coord = HSM_GetCacheSampleCoord(4, 4); + sample_coord = HSM_GetCacheSampleCoord(8, 8); texture_sample = texture(in_cache_pass, sample_coord); CACHE_INFO_CHANGED = texture_sample.r > 0.5 ? true : false; + SCREEN_SCALE_WITH_ZOOM = SCREEN_SCALE * HSM_VIEWPORT_ZOOM; SCREEN_COORD = HSM_GetVTexCoordWithArgs(flipped_viewport_coord, SCREEN_SCALE, SCREEN_POS_OFFSET); TUBE_DIFFUSE_COORD = HSM_GetVTexCoordWithArgs(flipped_viewport_coord, TUBE_DIFFUSE_SCALE, SCREEN_POS_OFFSET); TUBE_DIFFUSE_COORD_MIXED_POS = HSM_GetVTexCoordWithArgs(flipped_viewport_coord, TUBE_DIFFUSE_SCALE_1ST_SCREEN, (SCREEN_POS_OFFSET_1ST_SCREEN + SCREEN_POS_OFFSET_2ND_SCREEN) / 2.0); diff --git a/bezel/Mega_Bezel/shaders/base/common/common-functions-bezel.inc b/bezel/Mega_Bezel/shaders/base/common/common-functions-bezel.inc index b2d6c5b..c9b4a44 100644 --- a/bezel/Mega_Bezel/shaders/base/common/common-functions-bezel.inc +++ b/bezel/Mega_Bezel/shaders/base/common/common-functions-bezel.inc @@ -77,7 +77,7 @@ float HSM_GetBezelCoords(vec2 tube_diffuse_coord, inout vec2 bezel_outside_scale, inout vec2 bezel_outside_coord, inout vec2 bezel_outside_curved_coord, - inout vec2 frame_outside_coord) + inout vec2 frame_outside_curved_coord) { float output_aspect = global.OutputSize.x / global.OutputSize.y; @@ -97,10 +97,10 @@ float HSM_GetBezelCoords(vec2 tube_diffuse_coord, bezel_outside_scale.xy = tube_diffuse_scale * black_edge_scale_offset * bezel_outer_scale_offset; // bezel_outside_transform.zw = -vec2(HSM_SCREEN_POSITION_X, HSM_SCREEN_POSITION_Y) + bezel_outer_pos_offset * tube_diffuse_scale; - bezel_outside_coord = HSM_GetInverseScaledCoord(bezel_outside_curved_coord, black_edge_scale_offset * bezel_outer_scale_offset) + vec2(0, HSM_BZL_OUTER_POSITION_Y); + bezel_outside_coord = HSM_GetInverseScaledCoord(bezel_outside_coord, black_edge_scale_offset * bezel_outer_scale_offset) + vec2(0, HSM_BZL_OUTER_POSITION_Y); bezel_outside_curved_coord = HSM_GetInverseScaledCoord(bezel_outside_curved_coord, black_edge_scale_offset * bezel_outer_scale_offset) + vec2(0, HSM_BZL_OUTER_POSITION_Y); - frame_outside_coord = (bezel_outside_curved_coord + + frame_outside_curved_coord = (bezel_outside_curved_coord + vec2(0, HSM_FRM_OUTER_POS_Y) - 0.5) / vec2((HSM_FRM_THICKNESS * HSM_FRM_THICKNESS_SCALE_X) / (tube_diffuse_scale.x / tube_diffuse_scale.y * output_aspect) + 1, @@ -109,11 +109,21 @@ float HSM_GetBezelCoords(vec2 tube_diffuse_coord, if (HSM_BZL_OUTER_CURVATURE_SCALE > 0) { if (curve_coords_on) - bezel_outside_curved_coord = HSM_GetTubeCurvedCoord(bezel_outside_curved_coord, HSM_BZL_OUTER_CURVATURE_SCALE, tube_diffuse_scale, tube_scale, bezel_outer_scale_offset.x * global.OutputSize.x / global.OutputSize.y / bezel_outer_scale_offset.y, 0); + bezel_outside_curved_coord = HSM_GetTubeCurvedCoord(bezel_outside_curved_coord, + HSM_BZL_OUTER_CURVATURE_SCALE, + tube_diffuse_scale, + tube_scale, + bezel_outer_scale_offset.x * global.OutputSize.x / global.OutputSize.y / bezel_outer_scale_offset.y, + 0); if (curve_coords_on) if ( HSM_FRM_OUTER_CURVATURE_SCALE > 0) - frame_outside_coord = HSM_GetTubeCurvedCoord(frame_outside_coord, HSM_BZL_OUTER_CURVATURE_SCALE * HSM_FRM_OUTER_CURVATURE_SCALE, tube_diffuse_scale, tube_scale, bezel_outer_scale_offset.x * global.OutputSize.x / global.OutputSize.y / bezel_outer_scale_offset.y, 0); + frame_outside_curved_coord = HSM_GetTubeCurvedCoord(frame_outside_curved_coord, + HSM_BZL_OUTER_CURVATURE_SCALE * HSM_FRM_OUTER_CURVATURE_SCALE, + tube_diffuse_scale, + tube_scale, + bezel_outer_scale_offset.x * global.OutputSize.x / global.OutputSize.y / bezel_outer_scale_offset.y, + 0); } DEFAULT_SCREEN_SCALE = GetDefaultScreenScale(); diff --git a/bezel/Mega_Bezel/shaders/base/common/common-functions.inc b/bezel/Mega_Bezel/shaders/base/common/common-functions.inc index dcb0349..3c1ab29 100644 --- a/bezel/Mega_Bezel/shaders/base/common/common-functions.inc +++ b/bezel/Mega_Bezel/shaders/base/common/common-functions.inc @@ -80,11 +80,6 @@ vec2 HSM_GetRotatedNegativeCropAddedSize() return HSM_ROTATE_CORE_IMAGE * global.NegativeCropAddedPassSize.yx + (1 - HSM_ROTATE_CORE_IMAGE) * global.NegativeCropAddedPassSize.xy; } -float HSM_GetNegativeCropExpandMultiplier() -{ - return HSM_GetNegativeCropAddedSize().y / HSM_GetDerezedSize().y; -} - float HSM_GetSwappedScreenIndex(float screen_index) { float out_index = screen_index; @@ -104,46 +99,6 @@ float HSM_GetSwappedScreenIndex(float screen_index) return out_index; } -// Get the original size with split area added -vec2 HSM_GetScreenCorePreppedSize(float screen_index) -{ - vec2 core_prepped_size = global.NegativeCropAddedPassSize.xy; - - if (HSM_DUALSCREEN_MODE > 0) - if (HSM_GetCoreImageSplitDirection() == 1) - core_prepped_size.y *= 0.5; - else - core_prepped_size.x *= 0.5; - - return core_prepped_size; -} - -vec2 HSM_GetRotatedScreenCorePreppedSize(float screen_index) -{ - vec2 original_size = HSM_GetScreenCorePreppedSize(screen_index); - return HSM_ROTATE_CORE_IMAGE * original_size.yx + (1 - HSM_ROTATE_CORE_IMAGE) * original_size.xy; -} - -// Get the original size with split area added -vec2 HSM_GetScreenDerezedSize() -{ - vec2 pass_size = global.DerezedPassSize.xy; - - if (HSM_DUALSCREEN_MODE > 0) - if (HSM_GetCoreImageSplitDirection() == 1) - pass_size.y *= 0.5; - else - pass_size.x *= 0.5; - - return pass_size; -} - -vec2 HSM_GetRotatedScreenDerezedSize() -{ - vec2 pass_size = HSM_GetScreenDerezedSize(); - return HSM_ROTATE_CORE_IMAGE * pass_size.yx + (1 - HSM_ROTATE_CORE_IMAGE) * pass_size.xy; -} - vec2 HSM_RotateCoordinate(vec2 in_coord, float rotation) { vec2 ctr_coord = in_coord - 0.5; @@ -155,40 +110,6 @@ vec2 HSM_RotateCoordinate(vec2 in_coord, float rotation) return ctr_coord + 0.5; } -float HSM_GetUseVerticalScanlines(float screen_aspect) -{ - float auto_use_vert_scanlines = screen_aspect < 1 ? 1 : 0; - - float scanline_direction = HSM_SCANLINE_DIRECTION < 2 ? 0 : 1; - - if (HSM_SCANLINE_DIRECTION < 1) - if (HSM_DUALSCREEN_MODE < 1) - scanline_direction = auto_use_vert_scanlines; - - return scanline_direction; -} - -vec2 HSM_GetResMult() -{ - // TODO when using target resolution - // float epsilon = 0.25; - // float original_res = 1464; - // float target_res - // float multiple = 1464 / 224; - // float int_multiple = floor(multiple + epsilon); - // float int_div_res_near_target_res = original_res / int_multiple; - - vec2 original_size = HSM_GetRotatedNegativeCropAddedSize(); - float use_vert_scanlines = HSM_GetUseVerticalScanlines(original_size.x/original_size.y); - - vec2 sampling_mult = vec2(HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR, HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR); - - if (use_vert_scanlines == 1 && HSM_ROTATE_CORE_IMAGE == 0 || use_vert_scanlines == 0 && HSM_ROTATE_CORE_IMAGE == 1) - sampling_mult = sampling_mult.yx; - - return sampling_mult; -} - // Texture Sampler function which takes a coordinate in the cropped coordinate space vec4 HSM_GetTexSampleFromSampleStartAndSize(sampler2D in_sampler, vec2 in_screen_coord, vec2 sample_start_pixel_coord, vec2 window_size) { @@ -263,16 +184,6 @@ vec2 GetSimpleImageScaledCoord(vec2 in_viewport_coord, vec2 in_viewport_unscaled return HSM_AddPosScaleToCoord(coord_ctr + 0.5, in_pos, in_scale); } -vec2 HSM_GetRotatedCorePreppedSizeWithResMult(float screen_index) -{ - vec2 prepped_size = HSM_GetScreenCorePreppedSize(screen_index); - vec2 sampling_mult = HSM_GetResMult(); - - vec2 sampling_size = vec2(floor(sampling_mult.x * prepped_size.x), floor(sampling_mult.y * prepped_size.y)); - - return HSM_ROTATE_CORE_IMAGE * sampling_size.yx + (1 - HSM_ROTATE_CORE_IMAGE) * sampling_size.xy; -} - vec2 HSM_GetScreenPositionOffset(vec2 placement_image_pos, vec2 screen_scale, float screen_index ) { @@ -390,14 +301,6 @@ vec2 HSM_GetScreenVTexCoord(vec2 in_coord, vec2 in_screen_scale, vec2 position_o return HSM_GetVTexCoordWithArgs(in_coord, in_screen_scale, position_offset); } -vec2 HSM_GetCurvatureScales(float screen_aspect) -{ - vec2 curvature_scales = screen_aspect < 1 ? vec2(HSM_CURVATURE_2D_SCALE_SHORT_AXIS, HSM_CURVATURE_2D_SCALE_LONG_AXIS) - : vec2(HSM_CURVATURE_2D_SCALE_LONG_AXIS, HSM_CURVATURE_2D_SCALE_SHORT_AXIS); - curvature_scales = (clamp(curvature_scales, 1, 5) - 1) + 1; - return curvature_scales; -} - vec2 HSM_GetCurvatureValues(float screen_aspect) { vec2 curvature_values = screen_aspect < 1 ? vec2(2 * HSM_CURVATURE_2D_SCALE_SHORT_AXIS * 2 / 100, HSM_CURVATURE_2D_SCALE_LONG_AXIS * 3 / 100) @@ -555,7 +458,6 @@ vec2 HSM_GetCurvedCoord(vec2 in_coord, float curvature_multiplier, float screen_ return in_coord; float epsilon = 0.002; - vec2 original_size = HSM_GetRotatedNegativeCropAddedSize(); vec2 adjusted_coord = in_coord; float tilt_angle_y = HSM_CURVATURE_3D_TILT_ANGLE_Y; @@ -576,7 +478,6 @@ vec2 HSM_GetCurvedCoord(vec2 in_coord, float curvature_multiplier, float screen_ if (HSM_CURVATURE_MODE == CURVATURE_MODE_3D_1) geom_radius_with_mult -= 0.40; if (HSM_CURVATURE_MODE == CURVATURE_MODE_3D_CYLINDER) geom_radius_with_mult -= 1; geom_radius_with_mult *= (1 / (curvature_multiplier + epsilon)); - vec2 extra_curvature_mult = HSM_GetCurvatureScales(screen_aspect); mat2x2 pixel_to_video_uv; float geom_mode = HSM_CURVATURE_MODE - 2; @@ -872,14 +773,7 @@ vec4 HSM_GetMipmappedTexSample(sampler2D in_sampler, vec2 in_coord, vec2 in_scal // Texture Sampler function which takes a coordinate in the cropped coordinate space vec4 HSM_GetCroppedTexSample(sampler2D in_sampler, vec2 in_screen_coord) { - vec2 core_prepped_size = HSM_GetRotatedNegativeCropAddedSize(); - if (HSM_GetUseVerticalScanlines(SCREEN_ASPECT) > 0.5) - in_screen_coord.x += HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR /CROPPED_ROTATED_SIZE_WITH_RES_MULT.x; - else - in_screen_coord.y += HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR /CROPPED_ROTATED_SIZE_WITH_RES_MULT.y; - vec4 out_color = HSM_GetTexSampleFromSampleStartAndSize(in_sampler, in_screen_coord, SAMPLE_AREA_START_PIXEL_COORD, CROPPED_ROTATED_SIZE); - - return out_color; + return HSM_GetTexSampleFromSampleStartAndSize(in_sampler, in_screen_coord, SAMPLE_AREA_START_PIXEL_COORD, CROPPED_ROTATED_SIZE); } float HSM_GetVignetteFactor(vec2 coord, float amount, float size) @@ -1085,4 +979,68 @@ vec3 HSM_ApplyAmbientImage(vec3 base_image, vec3 ambient_image, float layer_blen return (1 - layer_blend_amount) * base_image.rgb + layer_blend_amount * base_image.rgb * ambient_image.rgb; else return base_image; -} \ No newline at end of file +} + +bool HSM_GetUseFakeScanlines() +{ + float scane_axis_core_res = USE_VERTICAL_SCANLINES * CROPPED_ROTATED_SIZE_WITH_RES_MULT.x + (1 - USE_VERTICAL_SCANLINES) * CROPPED_ROTATED_SIZE_WITH_RES_MULT.y; + return HSM_FAKE_SCANLINE_OPACITY > 0.001 && (HSM_FAKE_SCANLINE_MODE == 1 || (HSM_FAKE_SCANLINE_MODE == 2 && scane_axis_core_res > HSM_INTERLACE_TRIGGER_RES)); +} + +vec4 HSM_ApplyScanlineMask(vec4 in_color, vec2 screen_scale, vec2 in_coord, vec2 in_screen_curved_coord, vec2 in_tube_curved_coord, float in_scanline_opacity) +{ + // Stuff to try implementing + // Try mame hlsl darkening + // Check Lottes tone mapping + + in_coord = mix(in_coord, in_screen_curved_coord, HSM_FAKE_SCANLINE_CURVATURE); + + /* Scanlines */ + float scanline_roll_offset = float(mod(global.FrameCount, 1280)) / 1280 * HSM_FAKE_SCANLINE_ROLL; + + // float scans = clamp( 0.35+0.18*sin(6.0*time-curved_uv.y*resolution.y*1.5), 0.0, 1.0); + // float s = pow(scans,0.9); + // col = col * vec3(s); + + float scan_axis_pos = USE_VERTICAL_SCANLINES > 0.5 ? in_coord.x : in_coord.y; + scan_axis_pos += scanline_roll_offset; + + vec2 screen_size = global.OutputSize.xy * screen_scale; + float scan_axis_screen_scale_res = USE_VERTICAL_SCANLINES > 0.5 ? screen_size.x : screen_size.y; + + float cropped_rotated_scan_res = USE_VERTICAL_SCANLINES > 0.5 ? CROPPED_ROTATED_SIZE.x : CROPPED_ROTATED_SIZE.y; + float simulated_scanline_res = HSM_FAKE_SCANLINE_RES_MODE > 0.5 ? HSM_FAKE_SCANLINE_RES : cropped_rotated_scan_res; + + float scanline_size = scan_axis_screen_scale_res / simulated_scanline_res; + + if (HSM_FAKE_SCANLINE_INT_SCALE == 1) + scanline_size = ceil(scanline_size); + + float scan = mod(scan_axis_pos * scan_axis_screen_scale_res + scanline_size / 2, scanline_size) / scanline_size; + + // Alternate, modulating the scanline width depending on brightness + //float scanline_mask = HHLP_EasePowerOut(1 - abs(scan - 0.5) * 2, 0.5 + 2 * smoothstep(0.4, 0.9, (in_color.r + in_color.g + in_color.b) / 3)); + float color_brightness_modulation = HHLP_EasePowerOut(smoothstep(0.4, 0.99, (in_color.r + in_color.g + in_color.b) / 3), 2); + + float scanline_mask = 1 - abs(scan - 0.5) * 2; + scanline_mask = pow(1 - scanline_mask, 1); + + float final_scanline_mask = clamp(1 * scanline_mask, 0, 1); + + color_brightness_modulation = HHLP_EasePowerOut(smoothstep(0.4, HSM_FAKE_SCANLINE_BRIGHTNESS_CUTOFF + 1.5, (in_color.r + in_color.g + in_color.b) / 3), 2); + final_scanline_mask = clamp(mix(1, mix(final_scanline_mask, 1, color_brightness_modulation), in_scanline_opacity), 0, 1); + + vec4 masked_color = in_color; + masked_color *= 1 + 0.5 * in_scanline_opacity; + masked_color = clamp(final_scanline_mask * masked_color, 0, 1); + masked_color.w = in_color.w; + + // Darken the outside image a bit + vec4 crt_darkened_color = mix(in_color, in_color * 0.9, HSM_FAKE_SCANLINE_OPACITY); + + // Show scanlines only in the tube area + float softened_tube_mask = HSM_GetCornerMask((in_tube_curved_coord - 0.5) * 0.995 + 0.5 , TUBE_DIFFUSE_ASPECT, HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS, 0.05); + vec4 out_color = mix(crt_darkened_color, masked_color, softened_tube_mask); + + return clamp(out_color, 0, 1); +} diff --git a/bezel/Mega_Bezel/shaders/base/common/globals.inc b/bezel/Mega_Bezel/shaders/base/common/globals.inc index c8ad04f..d790392 100644 --- a/bezel/Mega_Bezel/shaders/base/common/globals.inc +++ b/bezel/Mega_Bezel/shaders/base/common/globals.inc @@ -183,13 +183,19 @@ layout(std140, set = 0, binding = 0) uniform UBO float HSM_CURVATURE_MODE; float HSM_CURVATURE_2D_SCALE_LONG_AXIS; float HSM_CURVATURE_2D_SCALE_SHORT_AXIS; - // float HSM_CURVATURE_2D_SHAPE; float HSM_CURVATURE_3D_RADIUS; float HSM_CURVATURE_3D_VIEW_DIST; float HSM_CURVATURE_3D_TILT_ANGLE_X; float HSM_CURVATURE_3D_TILT_ANGLE_Y; float HSM_CRT_CURVATURE_SCALE; + // SIGNAL NOISE + float HSM_SIGNAL_NOISE_ON; + float HSM_SIGNAL_NOISE_AMOUNT; + float HSM_SIGNAL_NOISE_SIZE_MODE; + float HSM_SIGNAL_NOISE_SIZE_MULT; + float HSM_SIGNAL_NOISE_TYPE; + // ANTI-FLICKER float HSM_ANTI_FLICKER_ON; float HSM_ANTI_FLICKER_THRESHOLD; @@ -202,15 +208,10 @@ layout(std140, set = 0, binding = 0) uniform UBO float HSM_AB_COMPARE_SPLIT_AREA; float HSM_AB_COMPARE_SPLIT_POSITION; - // CRT Screen - // These names are inconsistent with the general naming on purpose - // They match the namse in Guest's shader - float HSM_CRT_BLEND_MODE; - float HSM_CRT_BLEND_AMOUNT; + // Show Pass + float HSM_SHOW_PASS_INDEX; + float HSM_SHOW_PASS_APPLY_SCREEN_COORD; - float HSM_CRT_SCREEN_BLEND_MODE; - - // Screen Vignette float HSM_SCREEN_VIGNETTE_ON; float HSM_SCREEN_VIGNETTE_DUALSCREEN_VIS_MODE; float HSM_SCREEN_VIGNETTE_STRENGTH; @@ -296,9 +297,17 @@ layout(std140, set = 0, binding = 0) uniform UBO float HSM_TUBE_STATIC_POS_Y; float HSM_TUBE_STATIC_SHADOW_OPACITY; float HSM_TUBE_STATIC_DITHER_SAMPLES; -float HSM_TUBE_STATIC_DITHER_DISTANCE; -float HSM_TUBE_STATIC_DITHER_AMOUNT; + float HSM_TUBE_STATIC_DITHER_DISTANCE; + float HSM_TUBE_STATIC_DITHER_AMOUNT; + // CRT Screen + // These names are inconsistent with the general naming on purpose + // They match the namse in Guest's shader + float HSM_CRT_BLEND_MODE; + float HSM_CRT_BLEND_AMOUNT; + float HSM_CRT_SCREEN_BLEND_MODE; + + // Screen Vignette // SCREEN BLACK EDGE float HSM_GLOBAL_CORNER_RADIUS; float HSM_TUBE_BLACK_EDGE_CORNER_RADIUS_SCALE; @@ -409,6 +418,8 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_GLASS_BORDER_ON; float HSM_POTATO_SHOW_BG_OVER_SCREEN; + float HSM_POTATO_COLORIZE_CRT_WITH_BG; + float HSM_POTATO_COLORIZE_BRIGHTNESS; float HSM_STANDARD_DECAL_SCALE_WITH_FRAME; float HSM_STANDARD_TOP_SCALE_WITH_FRAME; @@ -428,7 +439,6 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_CUTOUT_EXPLICIT_ASPECT; float HSM_CUTOUT_FOLLOW_LAYER; float HSM_CUTOUT_FOLLOW_FULL_USES_ZOOM; - float HSM_CUTOUT_KEEP_ASPECT; float HSM_CUTOUT_SCALE; float HSM_CUTOUT_SCALE_X; float HSM_CUTOUT_CORNER_RADIUS; @@ -456,7 +466,6 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_BG_FILL_MODE; float HSM_BG_SPLIT_PRESERVE_CENTER; float HSM_BG_SPLIT_REPEAT_WIDTH; - float HSM_BG_SCALE_KEEP_ASPECT; float HSM_BG_SCALE; float HSM_BG_SCALE_X; float HSM_BG_POS_X; @@ -492,7 +501,6 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_LED_FOLLOW_LAYER; float HSM_LED_FOLLOW_MODE; float HSM_LED_FOLLOW_FULL_USES_ZOOM; - float HSM_LED_SCALE_KEEP_ASPECT; float HSM_LED_FILL_MODE; float HSM_LED_SPLIT_PRESERVE_CENTER; float HSM_LED_SPLIT_REPEAT_WIDTH; @@ -520,7 +528,6 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_DEVICE_FOLLOW_LAYER; float HSM_DEVICE_FOLLOW_MODE; float HSM_DEVICE_FOLLOW_FULL_USES_ZOOM; - float HSM_DEVICE_SCALE_KEEP_ASPECT; float HSM_DEVICE_FILL_MODE; float HSM_DEVICE_SPLIT_PRESERVE_CENTER; float HSM_DEVICE_SPLIT_REPEAT_WIDTH; @@ -550,7 +557,6 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_DEVICELED_FOLLOW_LAYER; float HSM_DEVICELED_FOLLOW_MODE; float HSM_DEVICELED_FOLLOW_FULL_USES_ZOOM; - float HSM_DEVICELED_SCALE_KEEP_ASPECT; float HSM_DEVICELED_FILL_MODE; float HSM_DEVICELED_SPLIT_PRESERVE_CENTER; float HSM_DEVICELED_SPLIT_REPEAT_WIDTH; @@ -584,7 +590,6 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_DECAL_FOLLOW_LAYER; float HSM_DECAL_FOLLOW_MODE; float HSM_DECAL_FOLLOW_FULL_USES_ZOOM; - float HSM_DECAL_SCALE_KEEP_ASPECT; float HSM_DECAL_FILL_MODE; float HSM_DECAL_SPLIT_PRESERVE_CENTER; float HSM_DECAL_SPLIT_REPEAT_WIDTH; @@ -612,7 +617,6 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_CAB_GLASS_FOLLOW_LAYER; float HSM_CAB_GLASS_FOLLOW_MODE; float HSM_CAB_GLASS_FOLLOW_FULL_USES_ZOOM; - float HSM_CAB_GLASS_SCALE_KEEP_ASPECT; float HSM_CAB_GLASS_FILL_MODE; float HSM_CAB_GLASS_SPLIT_PRESERVE_CENTER; float HSM_CAB_GLASS_SPLIT_REPEAT_WIDTH; @@ -640,7 +644,6 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT; float HSM_TOP_FOLLOW_LAYER; float HSM_TOP_FOLLOW_MODE; float HSM_TOP_FOLLOW_FULL_USES_ZOOM; - float HSM_TOP_SCALE_KEEP_ASPECT; float HSM_TOP_FILL_MODE; float HSM_TOP_SPLIT_PRESERVE_CENTER; float HSM_TOP_SPLIT_REPEAT_WIDTH; @@ -725,8 +728,9 @@ float mask_bloom; float scan_falloff; float spike; float ring; + float no_scanlines; float scangamma; - + float rolling_scan; float h_sharp; @@ -742,7 +746,9 @@ float mask_bloom; float shadowMask; float maskstr; float mcut; + float maskboost; float masksize; + float masksizeautothreshold; float maskDark; float maskLight; float mask_gamma; @@ -752,15 +758,12 @@ float mask_bloom; float double_slot; float slotms; float mclip; + float smoothmask; float mshift; float mask_layout; float GDV_DECONVERGENCE_ON; float decons; - float GDV_NOISE_ON; - float addnoised; - float noisetype; - float noiseresd; float deconrr; float deconrg; float deconrb; @@ -770,6 +773,13 @@ float mask_bloom; float deconsmooth; float dctypex; float dctypey; + float dcscalemode; + + float GDV_NOISE_ON; + float addnoised; + float noisetype; + float noiseresd; + float noiseresd4kmult; // Grade Params float g_grade_on; @@ -841,25 +851,6 @@ vec2 DEFAULT_BEZEL_SCALE = vec2(0); int INFOCACHE_MAX_INDEX = 4; -float IMAGE_ASPECT_MODE_INHERIT_ASPECT_SCALE = 0; -float IMAGE_ASPECT_MODE_KEEP_ASPECT = 1; - -float FILL_MODE_STRETCH = 0; -float FILL_MODE_SPLIT_FILL_HORIZONTAL = 1; -float FILL_MODE_SPLIT_FILL_VERTICAL = 2; - -#define RENDER_SIMPLE_MODE_NONE 0 -#define RENDER_SIMPLE_MODE_BLACK_SCREEN 1 -#define RENDER_SIMPLE_MODE_BLACK_SCREEN_AND_BG 2 -#define RENDER_SIMPLE_MODE_PINK_MASK 3 -#define RENDER_SIMPLE_MODE_BLACK_WHITE_MASK 4 - -#define RENDER_SIMPLE_MASK_TYPE_SCREEN 0 -#define RENDER_SIMPLE_MASK_TYPE_TUBE 1 -#define RENDER_SIMPLE_MASK_TYPE_BEZEL_AND_FRAME 2 -#define RENDER_SIMPLE_MASK_TYPE_BEZEL 3 -#define RENDER_SIMPLE_MASK_TYPE_FRAME 4 - bool CACHE_INFO_CHANGED = false; float CURRENT_FRAME_FROM_CACHE_INFO = 0; @@ -879,6 +870,7 @@ float SCREEN_INDEX = 1; float SCREEN_ASPECT = 1; vec2 SCREEN_SCALE = vec2(1); +vec2 SCREEN_SCALE_WITH_ZOOM = vec2(1); vec2 SCREEN_POS_OFFSET = vec2(0.15); vec2 SCREEN_SCALE_2ND_SCREEN = vec2(1); @@ -907,6 +899,8 @@ vec2 TOP_IMAGE_SCALE = vec2(0.5); float AVERAGE_LUMA = 0; float USE_VERTICAL_SCANLINES = 0; +float SAMPLING_SCANLINE_DIR_MULT = 0; +float SAMPLING_OPPOSITE_DIR_MULT = 0; vec2 CORE_SIZE = vec2(1); @@ -919,6 +913,8 @@ vec2 CROPPED_ROTATED_SIZE_WITH_RES_MULT_FEEDBACK = vec2(1); vec2 CROPPED_ROTATED_SIZE = vec2(1); vec2 SAMPLE_AREA_START_PIXEL_COORD = vec2(1); +vec2 SCREEN_SIZE = vec2(1); + vec2 VIEWPORT_UNSCALED_COORD = vec2(0.5); vec2 SCREEN_COORD = vec2(0.5); vec2 TUBE_COORD = vec2(0.5); diff --git a/bezel/Mega_Bezel/shaders/base/common/helper-functions.inc b/bezel/Mega_Bezel/shaders/base/common/helper-functions.inc index 0eca3d5..bbf031f 100644 --- a/bezel/Mega_Bezel/shaders/base/common/helper-functions.inc +++ b/bezel/Mega_Bezel/shaders/base/common/helper-functions.inc @@ -285,7 +285,7 @@ vec4 HHLP_GetBilinearTextureSample(sampler2D in_sampler, vec2 in_coord, vec4 in_ bool HHLP_IsOutsideCoordSpace(vec2 in_coord) { - return (in_coord.x < -0.01 || in_coord.x > 1.01 || in_coord.y < -0.01 || in_coord.y > 1.01); + return (abs(in_coord.x - 0.5) > 0.51 && abs(in_coord.y - 0.5) > 0.51); } diff --git a/bezel/Mega_Bezel/shaders/base/common/params-0-screen-scale.inc b/bezel/Mega_Bezel/shaders/base/common/params-0-screen-scale.inc index 6c08e41..96bfc58 100644 --- a/bezel/Mega_Bezel/shaders/base/common/params-0-screen-scale.inc +++ b/bezel/Mega_Bezel/shaders/base/common/params-0-screen-scale.inc @@ -23,7 +23,7 @@ */ // Screen Scale Required Parameters -#pragma parameter HSM_MEGA_BEZEL_TITLE "[ --- HSM MEGA BEZEL V1.5.0_2022-10-11 --- ]" 0 0 0.01 0.01 +#pragma parameter HSM_MEGA_BEZEL_TITLE "[ --- HSM MEGA BEZEL V1.7.0_2022-12-21 --- ]" 0 0 0.001 0.001 #pragma parameter HSM_RESOLUTION_DEBUG_ON " Show Resolution Info" 0 0 1 1 float HSM_RESOLUTION_DEBUG_ON = global.HSM_RESOLUTION_DEBUG_ON; @@ -32,7 +32,8 @@ float HSM_RESOLUTION_DEBUG_ON = global.HSM_RESOLUTION_DEBUG_ON; //--------------------------------------------------------------------------------------------------- // CRT BRIGHTNESS & GAMMA //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_CRT_TITLE "[ CRT BRIGHTNESS & GAMMA ]:" 0 0 0.01 0.01 +#pragma parameter HSM_CRT_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_CRT_TITLE "[ CRT BRIGHTNESS & GAMMA ]:" 0 0 0.001 0.001 #pragma parameter GAMMA_INPUT " Gamma In (Game Embedded Gamma) Def 2.4" 2.4 0.1 5 0.05 #define GAMMA_INPUT global.GAMMA_INPUT @@ -49,19 +50,21 @@ float HSM_RESOLUTION_DEBUG_ON = global.HSM_RESOLUTION_DEBUG_ON; //--------------------------------------------------------------------------------------------------- // Global Graphics Caching //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_GLOBAL_GRAPHICS_CACHE_TITLE "[ GRAPHICS CACHE ]:" 0 0 0.01 0.01 +#pragma parameter HSM_GLOBAL_GRAPHICS_CACHE_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_GLOBAL_GRAPHICS_CACHE_TITLE "[ GRAPHICS CACHE ]:" 0 0 0.001 0.001 -#pragma parameter HSM_CACHE_GRAPHICS_ON " Cache Graphics: OFF | ON" 1 0 1 1 +#pragma parameter HSM_CACHE_GRAPHICS_ON " Cache Graphics: OFF | ON" 1 0 1 1 float HSM_CACHE_GRAPHICS_ON = global.HSM_CACHE_GRAPHICS_ON; -#pragma parameter HSM_CACHE_UPDATE_INDICATOR_MODE " Cache Update Indicator: OFF | ON | ONLY WHEN CACHE OFF" 2 0 2 1 +#pragma parameter HSM_CACHE_UPDATE_INDICATOR_MODE " Cache Update Indicator: OFF | ON | ONLY IF CACHE IS OFF" 2 0 2 1 float HSM_CACHE_UPDATE_INDICATOR_MODE = global.HSM_CACHE_UPDATE_INDICATOR_MODE; //--------------------------------------------------------------------------------------------------- // Global Graphics Brightness //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_GLOBAL_GRAPHICS_BRIGHTNESS_TITLE "[ GRAPHICS GLOBAL BRIGHTNESS ]:" 0 0 0.01 0.01 +#pragma parameter HSM_GLOBAL_GRAPHICS_BRIGHTNESS_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_GLOBAL_GRAPHICS_BRIGHTNESS_TITLE "[ GRAPHICS GLOBAL BRIGHTNESS ]:" 0 0 0.001 0.001 #pragma parameter HSM_GLOBAL_GRAPHICS_BRIGHTNESS " Graphics Brightness" 100 0 500 1 float HSM_GLOBAL_GRAPHICS_BRIGHTNESS = global.HSM_GLOBAL_GRAPHICS_BRIGHTNESS / 100; @@ -73,7 +76,8 @@ float HSM_STATIC_LAYERS_GAMMA = global.HSM_STATIC_LAYERS_GAMMA; //--------------------------------------------------------------------------------------------------- // AMBIENT LIGHTING AKA NIGHTLIGHTING //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_AMBIENT1_TITLE "[ AMBIENT LIGHTING ]:" 0 0 0.01 0.01 +#pragma parameter HSM_AMBIENT_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_AMBIENT_TITLE "[ AMBIENT LIGHTING ]:" 0 0 0.001 0.001 #pragma parameter HSM_AMBIENT_LIGHTING_OPACITY " Ambient Global Opacity Multiplier" 0 0 100 1 float HSM_AMBIENT_LIGHTING_OPACITY = global.HSM_AMBIENT_LIGHTING_OPACITY / 100; @@ -91,7 +95,8 @@ float HSM_AMBIENT_LIGHTING_SWAP_IMAGE_MODE = global.HSM_AMBIENT_LIGHTING_SWAP_IM //--------------------------------------------------------------------------------------------------- // Zoom & Pan //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_VIEWPORT_ZOOM_TITLE "[ VIEWPORT ZOOM ]:" 0 0 0.01 0.01 +#pragma parameter HSM_ZOOM_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_VIEWPORT_ZOOM_TITLE "[ VIEWPORT ZOOM ]:" 0 0 0.001 0.001 #pragma parameter HSM_VIEWPORT_ZOOM " Viewport Zoom" 100 10 500 0.2 float HSM_VIEWPORT_ZOOM = global.HSM_VIEWPORT_ZOOM / 100; @@ -109,7 +114,8 @@ float HSM_VIEWPORT_POSITION_Y = -1 * global.HSM_VIEWPORT_POSITION_Y / 1000; //--------------------------------------------------------------------------------------------------- // FLIP & ROTATE //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_FLIP_ROTATE_TITLE "[ FLIP & ROTATE ]:" 0 0 0.01 0.01 +#pragma parameter HSM_FLIP_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_FLIP_ROTATE_TITLE "[ FLIP & ROTATE ]:" 0 0 0.001 0.001 #pragma parameter HSM_FLIP_VIEWPORT_VERTICAL " Flip Viewport Vertical" 0 0 1 1 float HSM_FLIP_VIEWPORT_VERTICAL = -(global.HSM_FLIP_VIEWPORT_VERTICAL * 2 - 1); @@ -132,7 +138,8 @@ float HSM_ROTATE_CORE_IMAGE = global.HSM_ROTATE_CORE_IMAGE; //--------------------------------------------------------------------------------------------------- // ASPECT RATIO //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_ASPECT_RATIO_TITLE "[ ASPECT RATIO ]:" 0 0 0.01 0.01 +#pragma parameter HSM_ASPECT_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_ASPECT_RATIO_TITLE "[ ASPECT RATIO ]:" 0 0 0.001 0.001 #pragma parameter HSM_ASPECT_RATIO_ORIENTATION " Orientation - Auto | Horizontal | Vertical" 0 0 2 1 float HSM_ASPECT_RATIO_ORIENTATION = global.HSM_ASPECT_RATIO_ORIENTATION; @@ -147,7 +154,8 @@ float HSM_ASPECT_RATIO_EXPLICIT = global.HSM_ASPECT_RATIO_EXPLICIT; //--------------------------------------------------------------------------------------------------- // CRT SCREEN SCALING GENERAL //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_SCALING_TITLE "[ CRT SCREEN SCALING GENERAL ]:" 0 0 0.01 0.01 +#pragma parameter HSM_SCALING_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_SCALING_TITLE "[ CRT SCREEN SCALING GENERAL ]:" 0 0 0.001 0.001 #pragma parameter HSM_INT_SCALE_MODE " Integer Scale Mode - OFF | ShortAxis | BothAxes" 0 0 2 1 #define HSM_INT_SCALE_MODE global.HSM_INT_SCALE_MODE @@ -160,7 +168,8 @@ float HSM_VERTICAL_PRESET = global.HSM_VERTICAL_PRESET; // Integer Scale //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_INTEGER_SCALE_TITLE "[ INTEGER SCALE ]:" 0 0 0.01 0.01 +#pragma parameter HSM_INTEGER_SCALE_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_INTEGER_SCALE_TITLE "[ INTEGER SCALE ]:" 0 0 0.001 0.001 #pragma parameter HSM_INT_SCALE_MAX_HEIGHT " Base Integer Scale Max Height %" 89 60 140 0.5 float HSM_INT_SCALE_MAX_HEIGHT = global.HSM_INT_SCALE_MAX_HEIGHT / 100; @@ -176,7 +185,8 @@ float HSM_INT_SCALE_MAX_HEIGHT = global.HSM_INT_SCALE_MAX_HEIGHT / 100; // NON-INTEGER SCALE //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_NON_INTEGER_SCALE_PERCENT_TITLE "[ NON-INTEGER SCALE PERCENT ]:" 0 0 0.01 0.01 +#pragma parameter HSM_NON_INTEGER_SCALE_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_NON_INTEGER_SCALE_PERCENT_TITLE "[ NON-INTEGER SCALE PERCENT ]:" 0 0 0.001 0.001 // Non integer scale is set to 82.97 so that cores which output 224px will have integer scale by default // This is 8x integer scale at 3840x2160 and 6x integer scale at 1920x1080 @@ -188,7 +198,8 @@ float HSM_NON_INTEGER_SCALE = global.HSM_NON_INTEGER_SCALE / 100; // PHYSICAL SIZE //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_PHYSICAL_SIZE_TITLE "[ NON-INTEGER - PHYSICAL SIZES ]:" 0 0 0.01 0.01 +#pragma parameter HSM_PHYSICAL_SIZE_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_PHYSICAL_SIZE_TITLE "[ NON-INTEGER - PHYSICAL SIZES ]:" 0 0 0.001 0.001 #pragma parameter HSM_USE_PHYSICAL_SIZE_FOR_NON_INTEGER " Use Physical Monitor and Tube Sizes for Non-Integer" 0 0 1 1 float HSM_USE_PHYSICAL_SIZE_FOR_NON_INTEGER = global.HSM_USE_PHYSICAL_SIZE_FOR_NON_INTEGER; @@ -206,7 +217,8 @@ float HSM_PHYSICAL_SIM_TUBE_DIAGONAL_SIZE = global.HSM_PHYSICAL_SIM_TUBE_DIAGONA //--------------------------------------------------------------------------------------------------- // AUTOMATIC SCALE & POSITION //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_AUTOMATIC_SCREEN_SCALE_TITLE "[ NON-INTEGER - AUTOMATIC SCREEN SCALE & PLACEMENT ]:" 0 0 0.01 0.01 +#pragma parameter HSM_AUTOMATIC_SCREEN_SCALE_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_AUTOMATIC_SCREEN_SCALE_TITLE "[ NON-INTEGER - AUTOMATIC SCREEN SCALE & PLACEMENT ]:" 0 0 0.001 0.001 #pragma parameter HSM_USE_IMAGE_FOR_PLACEMENT " Use Image For Automatic Placement (Scale and Y Pos)" 0 0 1 1 float HSM_USE_IMAGE_FOR_PLACEMENT = global.HSM_USE_IMAGE_FOR_PLACEMENT; @@ -221,7 +233,8 @@ float HSM_PLACEMENT_IMAGE_MODE = global.HSM_PLACEMENT_IMAGE_MODE; //--------------------------------------------------------------------------------------------------- // NON-INTEGER SCALE OFFSET //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_NONINTEGER_SCALE_OFFSET_TITLE "[ NON-INTEGER SCALE OFFSET ]:" 0 0 0.01 0.01 +#pragma parameter HSM_NONINTEGER_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_NONINTEGER_SCALE_OFFSET_TITLE "[ NON-INTEGER SCALE OFFSET ]:" 0 0 0.001 0.001 #pragma parameter HSM_NON_INTEGER_SCALE_OFFSET " Non-Integer Scale Offset" 100 5 400 0.1 float HSM_NON_INTEGER_SCALE_OFFSET = global.HSM_NON_INTEGER_SCALE_OFFSET / 100; @@ -231,7 +244,8 @@ float HSM_NON_INTEGER_SCALE_OFFSET = global.HSM_NON_INTEGER_SCALE_OFFSET / 100; // SNAP TO INTEGER SCALE //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_SNAP_NONINTEGER_TITLE "[ SNAP NON-INTEGER TO CLOSEST INTEGER SCALE ]:" 0 0 0.01 0.01 +#pragma parameter HSM_SNAP_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_SNAP_NONINTEGER_TITLE "[ SNAP NON-INTEGER TO CLOSEST INTEGER SCALE ]:" 0 0 0.001 0.001 #pragma parameter HSM_USE_SNAP_TO_CLOSEST_INT_SCALE " Snap to Closest Integer Scale: OFF | ON" 0 0 1 1 float HSM_USE_SNAP_TO_CLOSEST_INT_SCALE = global.HSM_USE_SNAP_TO_CLOSEST_INT_SCALE; @@ -244,7 +258,8 @@ float HSM_SNAP_TO_CLOSEST_INT_SCALE_TOLERANCE = HSM_USE_SNAP_TO_CLOSEST_INT_SCAL //--------------------------------------------------------------------------------------------------- // POSITION OFFSET //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_SCREEN_POSITION_TITLE "[ POSITION OFFSET ]:" 0 0 0.01 0.01 +#pragma parameter HSM_SCREEN_POS_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_SCREEN_POSITION_TITLE "[ POSITION OFFSET ]:" 0 0 0.001 0.001 #pragma parameter HSM_SCREEN_POSITION_X " Position X" 0 -1000 1000 1 float HSM_SCREEN_POSITION_X = global.HSM_SCREEN_POSITION_X / 1000; @@ -256,7 +271,8 @@ float HSM_SCREEN_POSITION_Y = -1 * global.HSM_SCREEN_POSITION_Y / 1000; //--------------------------------------------------------------------------------------------------- // CROPPING //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_CROPPING_TITLE "[ CROPPING CORE IMAGE ]:" 0 0 0.01 0.01 +#pragma parameter HSM_CROPPING_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_CROPPING_TITLE "[ CROPPING CORE IMAGE ]:" 0 0 0.001 0.001 #pragma parameter HSM_CROP_FYI " FYI !!! Negative Crop is currently Disabled" 0 0 0.001 0.001 #pragma parameter HSM_CROP_MODE " Crop Mode - OFF | CROP BLACK ONLY | CROP ANY" 2 0 2 1 @@ -281,45 +297,51 @@ float HSM_CROP_PERCENT_RIGHT = global.HSM_CROP_PERCENT_RIGHT / 100; float HSM_CROP_BLACK_THRESHOLD = global.HSM_CROP_BLACK_THRESHOLD / 100; -//--------------------------------------------------------------------------------------------------- -// SCANLINE DIRECTION -//--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_SCANLINE_TITLE "[ SCANLINE DIRECTION ]:" 0 0 0.01 0.01 - -#pragma parameter HSM_SCANLINE_DIRECTION " Scanline Direction - Auto | Horiz | Vert" 0 0 2 1 -float HSM_SCANLINE_DIRECTION = global.HSM_SCANLINE_DIRECTION; - - //--------------------------------------------------------------------------------------------------- // DREZ Filter //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_DREZ_TITLE "[ DREZ DOWNSAMPLE FILTER - HYLLIAN - DREZ PRESETS ONLY ]:" 0 0 0.01 0.01 +#pragma parameter HSM_DREZ_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_DREZ_TITLE "[ DREZ DOWNSAMPLE FILTER - HYLLIAN - DREZ PRESETS ONLY ]:" 0 0 0.001 0.001 #pragma parameter C_FILTER_MODE " DREZ Filter: B-SPLINE | BICUBIC | CATMULL-ROM | BICUBIC H" 0 0 3 1 +//--------------------------------------------------------------------------------------------------- +// SCANLINE DIRECTION +//--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_SCANLINE_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_SCANLINE_TITLE "[ SCANLINE DIRECTION ]:" 0 0 0.001 0.001 + +#pragma parameter HSM_SCANLINE_DIRECTION " Scanline Direction - Auto | Horiz | Vert" 0 0 2 1 +float HSM_SCANLINE_DIRECTION = global.HSM_SCANLINE_DIRECTION; + +#pragma parameter no_scanlines " No-Scanline Mode (Guest Advanced Only)" 0.0 0.0 1.0 1.0 + + //--------------------------------------------------------------------------------------------------- // CORE RES SAMPLING //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_SAMPLING_TITLE "[ CORE RES SAMPLING ]:" 0 0 0.01 0.01 +#pragma parameter HSM_SAMPLING_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_SAMPLING_TITLE "[ CORE RES SAMPLING ]:" 0 0 0.001 0.001 -#pragma parameter HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR " Scanline Dir Multiplier (X-Prescale for H Scanline)" 100 25 1600 25 +#pragma parameter HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR " Scanline Dir Multiplier" 100 25 1600 25 float HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = global.HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR / 100; #pragma parameter HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR " Scanline Dir Downsample Blur" 0 0 200 1 float HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = global.HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR / 100; -#pragma parameter HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR " Opposite Dir Multiplier (Y Downsample for H Scanline)" 100 5 1600 5 +#pragma parameter HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR " Opposite Dir Multiplier" 100 25 1600 25 float HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = global.HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR / 100; #pragma parameter HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR " Opposite Dir Downsample Blur" 0 0 200 1 float HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = global.HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR / 100; -#pragma parameter HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR " Shift Sampling Relative to Scanlines" 0 -100 100 5 -float HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR = global.HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR / 100; +// #pragma parameter HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR " Shift Sampling Relative to Scanlines" 0 -100 100 5 +// float HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR = global.HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR / 100; //--------------------------------------------------------------------------------------------------- // FAST SHARPEN - GUEST.R //--------------------------------------------------------------------------------------------------- +#pragma parameter SHARPEN_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter SHARPEN_TITLE "[ FAST SHARPEN - GUEST.R ]:" 0.00 0.0 2.00 0.05 #pragma parameter SHARPEN " Sharpen Strength" 0.00 0.0 4.00 0.10 #pragma parameter CONTR " Amount of Sharpening" 0.05 0.0 0.25 0.01 @@ -328,12 +350,13 @@ float HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR = global.HSM_CORE_RES_SAMPLING_SH //--------------------------------------------------------------------------------------------------- // INTERLACING //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_INTERLACE_TITLE "[ INTERLACING From Guest.r :) ]:" 0 0 0.01 0.01 +#pragma parameter HSM_INTERLACE_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_INTERLACE_TITLE "[ INTERLACING From Guest.r :) ]:" 0 0 0.001 0.001 #pragma parameter HSM_INTERLACE_TRIGGER_RES " Interlacing and Fake Scanlines Trigger Res" 650 100 2000 25 #define HSM_INTERLACE_TRIGGER_RES global.HSM_INTERLACE_TRIGGER_RES -#pragma parameter HSM_INTERLACE_MODE " Interlacing Mode: OFF | Normal 1-3 | Interpolation 4-5" 4 0.0 5.0 1.0 +#pragma parameter HSM_INTERLACE_MODE " Interlace Mode: -1:NO SCANLN 0:OFF 1-3:NORM 4-5:INTERPOLATE" 4 -1.0 5.0 1.0 #define HSM_INTERLACE_MODE global.HSM_INTERLACE_MODE #pragma parameter HSM_INTERLACE_EFFECT_SMOOTHNESS_INTERS " Interlacing Effect Smoothness" 0 0 100 10 @@ -349,7 +372,8 @@ float HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR = global.HSM_CORE_RES_SAMPLING_SH //--------------------------------------------------------------------------------------------------- // FAKE SCANLINES //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_FAKE_SCANLINE_TITLE "[ FAKE SCANLINES ]" 0 0 0.01 0.01 +#pragma parameter HSM_FAKE_SCANLINES_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_FAKE_SCANLINE_TITLE "[ FAKE SCANLINES ]" 0 0 0.001 0.001 #pragma parameter HSM_FAKE_SCANLINE_MODE " Show Fake Scanlines - OFF | ON | USE TRIGGER RES" 2 0 2 1 #define HSM_FAKE_SCANLINE_MODE global.HSM_FAKE_SCANLINE_MODE @@ -381,7 +405,8 @@ float HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR = global.HSM_CORE_RES_SAMPLING_SH //--------------------------------------------------------------------------------------------------- // CURVATURE //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_CURVATURE_TITLE "[ CURVATURE ]:" 0 0 0.01 0.01 +#pragma parameter HSM_CURVATURE_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_CURVATURE_TITLE "[ CURVATURE ]:" 0 0 0.001 0.001 // #pragma parameter HSM_USE_GEOM " Use Geom Curvature" 0 -1 3 1 // float HSM_USE_GEOM = global.HSM_USE_GEOM; @@ -396,9 +421,6 @@ float HSM_CURVATURE_MODE = global.HSM_CURVATURE_MODE; #pragma parameter HSM_CURVATURE_2D_SCALE_SHORT_AXIS " 2D Curvature on Short Axis" 100 5 400 5 #define HSM_CURVATURE_2D_SCALE_SHORT_AXIS global.HSM_CURVATURE_2D_SCALE_SHORT_AXIS / 100 -// #pragma parameter HSM_CURVATURE_2D_SHAPE " 2D Curvature Shape" 0.25 0.05 0.60 0.05 -// #define HSM_CURVATURE_2D_SHAPE global.HSM_CURVATURE_2D_SHAPE - #pragma parameter HSM_CURVATURE_3D_RADIUS " 3D Radius" 200 16 102400 1 float HSM_CURVATURE_3D_RADIUS = global.HSM_CURVATURE_3D_RADIUS / 100; @@ -415,11 +437,33 @@ float HSM_CURVATURE_3D_TILT_ANGLE_Y = global.HSM_CURVATURE_3D_TILT_ANGLE_Y / 100 float HSM_CRT_CURVATURE_SCALE = global.HSM_CRT_CURVATURE_SCALE / 100; +//--------------------------------------------------------------------------------------------------- +// SIGNAL NOISE +//--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_SIGNAL_NOISE_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_SIGNAL_NOISE_TITLE "[ Signal-Noise ]:" 0 0 0.001 0.001 + +#pragma parameter HSM_SIGNAL_NOISE_ON " Signal Noise ON" 0 0 1 1 +#define HSM_SIGNAL_NOISE_ON global.HSM_SIGNAL_NOISE_ON + +#pragma parameter HSM_SIGNAL_NOISE_AMOUNT " Amount" 0.2 -1.0 1.0 0.02 +#define HSM_SIGNAL_NOISE_AMOUNT global.HSM_SIGNAL_NOISE_AMOUNT + +#pragma parameter HSM_SIGNAL_NOISE_SIZE_MODE " Noise Resolution Mode: SCANLINE | CORE | SMOOTHED" 0 0 2 1 +#define HSM_SIGNAL_NOISE_SIZE_MODE global.HSM_SIGNAL_NOISE_SIZE_MODE + +#pragma parameter HSM_SIGNAL_NOISE_SIZE_MULT " Size Mult" 0.5 0.5 4 0.5 +#define HSM_SIGNAL_NOISE_SIZE_MULT global.HSM_SIGNAL_NOISE_SIZE_MULT + +#pragma parameter HSM_SIGNAL_NOISE_TYPE " Noise Type: LUMA ADD | COLORED" 0 0 1 1 +#define HSM_SIGNAL_NOISE_TYPE global.HSM_SIGNAL_NOISE_TYPE + //--------------------------------------------------------------------------------------------------- // ANTI-FLICKER //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_ANTI_FLICKER_TITLE "[ ANTI-FLICKER ]:" 0 0 0.01 0.01 +#pragma parameter HSM_ANTI_FLICKER_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_ANTI_FLICKER_TITLE "[ ANTI-FLICKER ]:" 0 0 0.001 0.001 #pragma parameter HSM_ANTI_FLICKER_ON " Anti-Flicker ON" 0 0 1 1 #define HSM_ANTI_FLICKER_ON global.HSM_ANTI_FLICKER_ON @@ -431,7 +475,8 @@ float HSM_CRT_CURVATURE_SCALE = global.HSM_CRT_CURVATURE_SCALE / 100; //--------------------------------------------------------------------------------------------------- // A/B SPLITSCREEN COMPARE //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_CRT_AB_COMPARE_TITLE "[ A/B SPLITSCREEN COMPARE ]:" 0 0 0.01 0.01 +#pragma parameter HSM_CRT_AB_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_CRT_AB_COMPARE_TITLE "[ A/B SPLITSCREEN COMPARE ]:" 0 0 0.001 0.001 #pragma parameter HSM_AB_COMPARE_SHOW_MODE " Show: CRT SHADER | ORIGINAL" 0 0 1 1 float HSM_AB_COMPARE_SHOW_MODE = global.HSM_AB_COMPARE_SHOW_MODE; @@ -449,10 +494,29 @@ float HSM_AB_COMPARE_FREEZE_CRT_TUBE = global.HSM_AB_COMPARE_FREEZE_CRT_TUBE; float HSM_AB_COMPARE_FREEZE_GRAPHICS = global.HSM_AB_COMPARE_FREEZE_GRAPHICS; +//--------------------------------------------------------------------------------------------------- +// SHOW PASS +//--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_PASS_VIEWER_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_PASS_VIEWER_TITLE "[ SHOW PASS (For Debugging) ]:" 0 0 0.001 0.001 + +#pragma parameter HSM_SHOW_PASS_INDEX_INFO1 " 0:END | 1:REFLECTION | 2:TUBE | 3:CRT" 0 0 0.001 0.001 +#pragma parameter HSM_SHOW_PASS_INDEX_INFO2 " 4:INTERLACE | 5:COLOR CORRECT & UPSCALE" 0 0 0.001 0.001 +#pragma parameter HSM_SHOW_PASS_INDEX_INFO3 " 6:DEDITHER | 7:DREZ | 8:CORE" 0 0 0.001 0.001 +#pragma parameter HSM_SHOW_PASS_INDEX_INFO4 " 9:LAYERS TOP | 10:LAYERS BOTTOM" 0 0 0.001 0.001 + +#pragma parameter HSM_SHOW_PASS_INDEX " Show Pass Index" 0 0 10 1 +float HSM_SHOW_PASS_INDEX = global.HSM_SHOW_PASS_INDEX; + +#pragma parameter HSM_SHOW_PASS_APPLY_SCREEN_COORD " Apply Screen Scale & Curvature to Unscaled Passes" 1 0 1 1 +float HSM_SHOW_PASS_APPLY_SCREEN_COORD = global.HSM_SHOW_PASS_APPLY_SCREEN_COORD; + + //--------------------------------------------------------------------------------------------------- // SCREEN VIGNETTE //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_SCREEN_VIGNETTE_TITLE "[ SCREEN VIGNETTE ]:" 0 0 0.01 0.01 +#pragma parameter HSM_SCREEN_VIGNETTE_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_SCREEN_VIGNETTE_TITLE "[ SCREEN VIGNETTE ]:" 0 0 0.001 0.001 #pragma parameter HSM_SCREEN_VIGNETTE_ON " Use Vignette" 1 0 1 1 #define HSM_SCREEN_VIGNETTE_ON global.HSM_SCREEN_VIGNETTE_ON @@ -473,7 +537,8 @@ float HSM_SCREEN_VIGNETTE_DUALSCREEN_VIS_MODE = global.HSM_SCREEN_VIGNETTE_DUALS //--------------------------------------------------------------------------------------------------- // MONOCHROME //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_MONOCHROME_TITLE "[ MONOCHROME ]:" 0 0 0.01 0.01 +#pragma parameter HSM_MONOCHROME_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_MONOCHROME_TITLE "[ MONOCHROME ]:" 0 0 0.001 0.001 #pragma parameter HSM_MONOCHROME_MODE " Monochrome Color: OFF | BW | AMBER | GREEN" 0.0 0.0 3.0 1.0 #define HSM_MONOCHROME_MODE global.HSM_MONOCHROME_MODE @@ -497,7 +562,8 @@ float HSM_MONOCHROME_DUALSCREEN_VIS_MODE = global.HSM_MONOCHROME_DUALSCREEN_VIS_ //--------------------------------------------------------------------------------------------------- // TUBE DIFFUSE IMAGE //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_TUBE_DIFFUSE_IMAGE_TITLE "[ TUBE DIFFUSE IMAGE ]:" 0 0 0.01 0.01 +#pragma parameter HSM_TUBE_DIFFUSE_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_TUBE_DIFFUSE_IMAGE_TITLE "[ TUBE DIFFUSE IMAGE ]:" 0 0 0.001 0.001 #pragma parameter HSM_TUBE_DIFFUSE_MODE " Tube Diffuse Color - BLACK | IMAGE | TRANSPARENT" 0 0 2 1 float HSM_TUBE_DIFFUSE_MODE = global.HSM_TUBE_DIFFUSE_MODE; @@ -517,7 +583,7 @@ float HSM_TUBE_DIFFUSE_IMAGE_HUE = global.HSM_TUBE_DIFFUSE_IMAGE_HUE / 360; #pragma parameter HSM_TUBE_DIFFUSE_IMAGE_SATURATION " Saturation" 100 0 200 1 float HSM_TUBE_DIFFUSE_IMAGE_SATURATION = global.HSM_TUBE_DIFFUSE_IMAGE_SATURATION / 100; -#pragma parameter HSM_TUBE_DIFFUSE_IMAGE_BRIGHTNESS " Brightness" 20 0 500 1 +#pragma parameter HSM_TUBE_DIFFUSE_IMAGE_BRIGHTNESS " Brightness" 15 0 500 1 float HSM_TUBE_DIFFUSE_IMAGE_BRIGHTNESS = global.HSM_TUBE_DIFFUSE_IMAGE_BRIGHTNESS / 100; #pragma parameter HSM_TUBE_DIFFUSE_IMAGE_GAMMA " Gamma Adjust" 1 0 5 0.01 @@ -557,7 +623,8 @@ float HSM_TUBE_DIFFUSE_IMAGE_ROTATION = global.HSM_TUBE_DIFFUSE_IMAGE_ROTATION; //--------------------------------------------------------------------------------------------------- // TUBE SHADOW IMAGE //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_TUBE_SHADOW_IMAGE_TITLE "[ TUBE SHADOW IMAGE ]:" 0 0 0.01 0.01 +#pragma parameter HSM_TUBE_SHADOW_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_TUBE_SHADOW_IMAGE_TITLE "[ TUBE SHADOW IMAGE ]:" 0 0 0.001 0.001 #pragma parameter HSM_TUBE_SHADOW_IMAGE_ON " Tube Shadow Image - OFF | ON" 1 0 1 1 float HSM_TUBE_SHADOW_IMAGE_ON = global.HSM_TUBE_SHADOW_IMAGE_ON; @@ -584,7 +651,8 @@ float HSM_TUBE_SHADOW_CURVATURE_SCALE = global.HSM_TUBE_SHADOW_CURVATURE_SCALE / //--------------------------------------------------------------------------------------------------- // TUBE GLASS STATIC REFLECTION IMAGE //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_TUBE_STATIC_TITLE "[ TUBE GLASS STATIC REFLECTION IMAGE ]:" 0 0 0.01 0.01 +#pragma parameter HSM_TUBE_STATIC_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_TUBE_STATIC_TITLE "[ TUBE GLASS STATIC REFLECTION IMAGE ]:" 0 0 0.001 0.001 #pragma parameter HSM_TUBE_STATIC_REFLECTION_IMAGE_ON " Use Tube Static Reflection Image - OFF | ON" 0 0 1 1 float HSM_TUBE_STATIC_REFLECTION_IMAGE_ON = global.HSM_TUBE_STATIC_REFLECTION_IMAGE_ON; @@ -592,7 +660,7 @@ float HSM_TUBE_STATIC_REFLECTION_IMAGE_ON = global.HSM_TUBE_STATIC_REFLECTION_IM #pragma parameter HSM_TUBE_STATIC_REFLECTION_IMAGE_DUALSCREEN_VIS_MODE " Dual Screen Visibility - BOTH | SCREEN 1 | SCREEN 2" 0 0 2 1 float HSM_TUBE_STATIC_REFLECTION_IMAGE_DUALSCREEN_VIS_MODE = global.HSM_TUBE_STATIC_REFLECTION_IMAGE_DUALSCREEN_VIS_MODE; -#pragma parameter HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY " Opacity" 16 0 100 0.1 +#pragma parameter HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY " Opacity" 14 0 100 0.1 float HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY = global.HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY / 100; #pragma parameter HSM_TUBE_STATIC_OPACITY_DIFFUSE_MULTIPLY " Multiply Opacity by Diffuse Amount " 25 0 100 5 @@ -636,7 +704,8 @@ float HSM_TUBE_STATIC_DITHER_AMOUNT = global.HSM_TUBE_STATIC_DITHER_AMOUNT; // CRT Blend Over Diffuse //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_CRT_BLEND_TITLE "[ CRT & TUBE BLENDING ]:" 0 0 0.01 0.01 +#pragma parameter HSM_CRT_BLEND_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_CRT_BLEND_TITLE "[ CRT & TUBE BLENDING ]:" 0 0 0.001 0.001 #pragma parameter HSM_TUBE_OPACITY " Tube Opacity" 100 0 100 0.1 float HSM_TUBE_OPACITY = global.HSM_TUBE_OPACITY / 100; @@ -651,7 +720,8 @@ float HSM_TUBE_OPACITY = global.HSM_TUBE_OPACITY / 100; //--------------------------------------------------------------------------------------------------- // TUBE COLORED GEL //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_TUBE_COLORED_GEL_TITLE "[ TUBE COLORED GEL IMAGE GENERAL ]:" 0 0 0.01 0.01 +#pragma parameter HSM_TUBE_COLORED_GEL_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_TUBE_COLORED_GEL_TITLE "[ TUBE COLORED GEL IMAGE GENERAL ]:" 0 0 0.001 0.001 #pragma parameter HSM_TUBE_COLORED_GEL_IMAGE_ON " Use Tube Colored Gel - OFF | ON" 0 0 1 1 float HSM_TUBE_COLORED_GEL_IMAGE_ON = global.HSM_TUBE_COLORED_GEL_IMAGE_ON; @@ -678,7 +748,8 @@ float HSM_TUBE_COLORED_GEL_IMAGE_ADDITIVE_AMOUNT = global.HSM_TUBE_COLORED_GEL_I //--------------------------------------------------------------------------------------------------- // TUBE COLORED GEL //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_TUBE_COLORED_GEL_NORMAL_TITLE "[ TUBE COLORED GEL NORMAL BLEND ]:" 0 0 0.01 0.01 +#pragma parameter HSM_TUBE_COLORED_GEL_NORMAL_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_TUBE_COLORED_GEL_NORMAL_TITLE "[ TUBE COLORED GEL NORMAL BLEND ]:" 0 0 0.001 0.001 #pragma parameter HSM_TUBE_COLORED_GEL_IMAGE_NORMAL_AMOUNT " Blend Amount" 15 0 100 1 float HSM_TUBE_COLORED_GEL_IMAGE_NORMAL_AMOUNT = global.HSM_TUBE_COLORED_GEL_IMAGE_NORMAL_AMOUNT / 100; @@ -709,7 +780,8 @@ float HSM_SHOW_CRT_ON_TOP_OF_COLORED_GEL = 0; //--------------------------------------------------------------------------------------------------- // SCREEN BLACK EDGE //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_SCREEN_EDGE_TITLE "[ SCREEN BLACK EDGE ]:" 0 0 0.01 0.01 +#pragma parameter HSM_SCREEN_EDGE_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_SCREEN_EDGE_TITLE "[ SCREEN BLACK EDGE ]:" 0 0 0.001 0.001 #pragma parameter HSM_GLOBAL_CORNER_RADIUS " Global Corner Radius - Def 10" 10 4 500 2 #define HSM_GLOBAL_CORNER_RADIUS global.HSM_GLOBAL_CORNER_RADIUS @@ -733,7 +805,8 @@ float HSM_SHOW_CRT_ON_TOP_OF_COLORED_GEL = 0; //--------------------------------------------------------------------------------------------------- // DUAL SCREEN //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_DUALSCREEN_TITLE "[ DUAL SCREEN ]:" 0 0 0.01 0.01 +#pragma parameter HSM_DUALSCREEN_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_DUALSCREEN_TITLE "[ DUAL SCREEN ]:" 0 0 0.001 0.001 #pragma parameter HSM_DUALSCREEN_MODE " Dual Screen Mode - OFF | VERTICAL | HORIZONTAL" 0 0 2 1 float HSM_DUALSCREEN_MODE = global.HSM_DUALSCREEN_MODE; @@ -793,7 +866,8 @@ float HSM_2ND_SCREEN_CROP_PERCENT_RIGHT = global.HSM_2ND_SCREEN_CROP_PERCENT_RIG //--------------------------------------------------------------------------------------------------- // Reflection Transform //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_REFLECTIONAPPEARANCE_TITLE "[ REFLECTION POSITION & SCALE ]:" 0 0 0.01 0.01 +#pragma parameter HSM_REFLECTION_APPEARANCE_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_REFLECTION_APPEARANCE_TITLE "[ REFLECTION POSITION & SCALE ]:" 0 0 0.001 0.001 // #pragma parameter HSM_SCREEN_REFLECTION_FOLLOW_DIFFUSE_THICKNESS " Follow Tube Diffuse Extra Thickness" 0 1 200 1 // float HSM_SCREEN_REFLECTION_FOLLOW_DIFFUSE_THICKNESS = global.HSM_SCREEN_REFLECTION_FOLLOW_DIFFUSE_THICKNESS / 100; @@ -809,7 +883,8 @@ float HSM_SCREEN_REFLECTION_POS_Y = global.HSM_SCREEN_REFLECTION_POS_Y / 600; -#pragma parameter HSM_AMBIENT1_TITLE_01 "[ AMBIENT LIGHTING IMAGE 1 ]:" 0 0 0.01 0.01 +#pragma parameter HSM_AMBIENT1_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_AMBIENT1_TITLE "[ AMBIENT LIGHTING IMAGE 1 ]:" 0 0 0.001 0.001 #pragma parameter HSM_AMBIENT1_HUE " Hue" 0 -180 180 1 float HSM_AMBIENT1_HUE = global.HSM_AMBIENT1_HUE / 360; @@ -860,7 +935,8 @@ float HSM_AMBIENT1_DITHERING_SAMPLES = 0; // Ambient Lighting Image 2 //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_AMBIENT2_TITLE "[ AMBIENT LIGHTING IMAGE 2 ]:" 0 0 0.01 0.01 +#pragma parameter HSM_AMBIENT2_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_AMBIENT2_TITLE "[ AMBIENT LIGHTING IMAGE 2 ]:" 0 0 0.001 0.001 #pragma parameter HSM_AMBIENT2_HUE " Hue" 0 -180 180 1 float HSM_AMBIENT2_HUE = global.HSM_AMBIENT2_HUE / 360; @@ -905,7 +981,8 @@ float HSM_AMBIENT2_POSITION_Y = -1 * global.HSM_AMBIENT2_POSITION_Y / -1000; //--------------------------------------------------------------------------------------------------- // BEZEL INDEPENDENT SCALE //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_BEZEL_INDEPENDENT_TITLE "[ BEZEL INDEPENDENT SCALE & CURVATURE ]:" 0 0 0.01 0.01 +#pragma parameter HSM_BEZEL_INDEPENDENT_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_BEZEL_INDEPENDENT_TITLE "[ BEZEL INDEPENDENT SCALE & CURVATURE ]:" 0 0 0.001 0.001 #pragma parameter HSM_BZL_USE_INDEPENDENT_SCALE " Use Independent Scale" 0 0 1 1 #define HSM_BZL_USE_INDEPENDENT_SCALE global.HSM_BZL_USE_INDEPENDENT_SCALE @@ -926,7 +1003,8 @@ float HSM_AMBIENT2_POSITION_Y = -1 * global.HSM_AMBIENT2_POSITION_Y / -1000; //--------------------------------------------------------------------------------------------------- // BEZEL GENERAL //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_BEZEL_GENERAL_TITLE "[ BEZEL GENERAL ]:" 0 0 0.01 0.01 +#pragma parameter HSM_BEZEL_GENERAL_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_BEZEL_GENERAL_TITLE "[ BEZEL GENERAL ]:" 0 0 0.001 0.001 #pragma parameter HSM_BZL_OPACITY " Opacity" 100 0 100 5 float HSM_BZL_OPACITY = global.HSM_BZL_OPACITY / 100; diff --git a/bezel/Mega_Bezel/shaders/base/common/params-1-potato-only.inc b/bezel/Mega_Bezel/shaders/base/common/params-1-potato-only.inc index f775495..195668b 100644 --- a/bezel/Mega_Bezel/shaders/base/common/params-1-potato-only.inc +++ b/bezel/Mega_Bezel/shaders/base/common/params-1-potato-only.inc @@ -30,14 +30,20 @@ float HSM_CRT_SCREEN_BLEND_MODE = global.HSM_CRT_SCREEN_BLEND_MODE; //--------------------------------------------------------------------------------------------------- #pragma parameter HSM_BASIC_BG_IMG_TITLE "[ POTATO BACKGROUND IMAGE LAYER ]:" 0 0 0.01 0.01 +#pragma parameter HSM_POTATO_SHOW_BG_OVER_SCREEN " Show BG: 0:UNDER SCREEN | 1:OVER SCREEN" 1 0 1 1 +float HSM_POTATO_SHOW_BG_OVER_SCREEN = global.HSM_POTATO_SHOW_BG_OVER_SCREEN; + #pragma parameter HSM_BG_BLEND_MODE " Blend Mode - OFF | NORMAL | ADD | MULTIPLY" 1 -1 3 1 float HSM_BG_BLEND_MODE = global.HSM_BG_BLEND_MODE; +#pragma parameter HSM_POTATO_COLORIZE_CRT_WITH_BG " Colorize CRT with BG" 0 0 100 1 +float HSM_POTATO_COLORIZE_CRT_WITH_BG = global.HSM_POTATO_COLORIZE_CRT_WITH_BG / 100; + +#pragma parameter HSM_POTATO_COLORIZE_BRIGHTNESS " Colorize Brightness" 100 0 1000 10 +float HSM_POTATO_COLORIZE_BRIGHTNESS = global.HSM_POTATO_COLORIZE_BRIGHTNESS / 100; + #pragma parameter HSM_BG_OPACITY " Opacity" 100 0 100 0.1 float HSM_BG_OPACITY = global.HSM_BG_OPACITY / 100; #pragma parameter HSM_BG_BRIGHTNESS " Brightness" 100 0 200 1 float HSM_BG_BRIGHTNESS = global.HSM_BG_BRIGHTNESS / 100; - -#pragma parameter HSM_POTATO_SHOW_BG_OVER_SCREEN " Show BG: 0:UNDER SCREEN | 1:OVER SCREEN" 1 0 1 1 -float HSM_POTATO_SHOW_BG_OVER_SCREEN = global.HSM_POTATO_SHOW_BG_OVER_SCREEN; \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/base/common/params-2-bezel.inc b/bezel/Mega_Bezel/shaders/base/common/params-2-bezel.inc index 050e531..971e8d4 100644 --- a/bezel/Mega_Bezel/shaders/base/common/params-2-bezel.inc +++ b/bezel/Mega_Bezel/shaders/base/common/params-2-bezel.inc @@ -57,6 +57,7 @@ float HSM_BZL_INNER_EDGE_SHADOW = global.HSM_BZL_INNER_EDGE_SHADOW / 100; //--------------------------------------------------------------------------------------------------- // Bezel Brightness //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_BEZEL_BRIGHTNESS_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_BEZEL_BRIGHTNESS_TITLE "[ BEZEL BRIGHTNESS ]:" 0 0 0.01 0.01 #pragma parameter HSM_BZL_BRIGHTNESS " Base Brightness - Def 30" 30 0 600 2 @@ -84,6 +85,7 @@ float HSM_BZL_HIGHLIGHT = global.HSM_BZL_HIGHLIGHT / 100; //--------------------------------------------------------------------------------------------------- // Bezel Color //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_BEZEL_COLOR_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_BEZEL_COLOR_TITLE "[ BEZEL COLOR ]:" 0 0 0.01 0.01 #pragma parameter HSM_BZL_COLOR_HUE " Hue" 0 0 360 1 @@ -105,6 +107,7 @@ float HSM_BZL_AMBIENT2_LIGHTING_MULTIPLIER = global.HSM_BZL_AMBIENT2_LIGHTING_MU //--------------------------------------------------------------------------------------------------- // Frame Color //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_FRM_COLOR_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_FRM_COLOR_TITLE "[ FRAME COLOR ]:" 0 0 0.01 0.01 #pragma parameter HSM_FRM_USE_INDEPENDENT_COLOR " Use Independent Frame Color" 0 0 1 1 @@ -123,6 +126,7 @@ float HSM_FRM_COLOR_VALUE = global.HSM_FRM_COLOR_VALUE / 100; //--------------------------------------------------------------------------------------------------- // FRAME //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_FRAME_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_FRAME_TITLE "[ FRAME GENERAL ]:" 0 0 0.01 0.01 #pragma parameter HSM_FRM_OPACITY " Opacity" 100 0 100 5 @@ -174,6 +178,7 @@ float HSM_FRM_SHADOW_OPACITY = global.HSM_FRM_SHADOW_OPACITY / 100; float HSM_FRM_SHADOW_WIDTH = global.HSM_FRM_SHADOW_WIDTH / 1000; +#pragma parameter HSM_REFLECT_CORNER_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_REFLECT_CORNER_TITLE "[ CORNER CREASE - ALSO CONTROLS REFLECTION]:" 0 0 0.01 0.01 #pragma parameter HSM_REFLECT_CORNER_FADE " Corner Fade" 10 1 100 0.5 diff --git a/bezel/Mega_Bezel/shaders/base/common/params-2-reflection.inc b/bezel/Mega_Bezel/shaders/base/common/params-2-reflection.inc index 513356f..28adf7c 100644 --- a/bezel/Mega_Bezel/shaders/base/common/params-2-reflection.inc +++ b/bezel/Mega_Bezel/shaders/base/common/params-2-reflection.inc @@ -25,6 +25,7 @@ //--------------------------------------------------------------------------------------------------- // REFLECTION //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_REFLECTION_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_REFLECTION_TITLE "[ REFLECTION ]:" 0 0 0.01 0.01 #pragma parameter HSM_REFLECT_GLOBAL_AMOUNT " Global Amount" 40 0 1000 1 @@ -61,6 +62,7 @@ float HSM_REFLECT_FRAME_INNER_EDGE_SHARPNESS = global.HSM_REFLECT_FRAME_INNER_ED //--------------------------------------------------------------------------------------------------- // Reflection Fading //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_REFLECTION_FADE_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_REFLECTION_FADE_TITLE "[ REFLECTION FADE ]:" 0 0 0.01 0.01 #pragma parameter HSM_REFLECT_FADE_AMOUNT " Fade Amount" 100 0 100 5 @@ -82,6 +84,7 @@ float HSM_REFLECT_LATERAL_OUTER_FADE_DISTANCE = global.HSM_REFLECT_LATERAL_OUTER //--------------------------------------------------------------------------------------------------- // Reflection Blur //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_REFLECT_BLUR_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_REFLECT_BLUR_TITLE "[ REFLECTION BLUR ]:" 0 0 0.01 0.01 #pragma parameter HSM_REFLECT_BLUR_NUM_SAMPLES " Blur Samples - 0 for OFF" 12 0 40 1 @@ -99,6 +102,7 @@ float HSM_REFLECT_BLUR_FALLOFF_DISTANCE = global.HSM_REFLECT_BLUR_FALLOFF_DISTAN // float HSM_REFLECT_BLUR_FALLOFF_DISTANCE = 1; // Reflection Noise +#pragma parameter HSM_REFLECT_NOISE_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_REFLECT_NOISE_TITLE "[ REFLECTION NOISE ]:" 0 0 0.01 0.01 #pragma parameter HSM_REFLECT_NOISE_AMOUNT " Noise Amount" 50 0 100 1 diff --git a/bezel/Mega_Bezel/shaders/base/common/params-3-glass-only.inc b/bezel/Mega_Bezel/shaders/base/common/params-3-glass-only.inc index 39fee4f..cede43e 100644 --- a/bezel/Mega_Bezel/shaders/base/common/params-3-glass-only.inc +++ b/bezel/Mega_Bezel/shaders/base/common/params-3-glass-only.inc @@ -25,6 +25,7 @@ //--------------------------------------------------------------------------------------------------- // STANDARD BACKGROUND IMAGE LAYER //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_BG_IMG_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_BG_IMG_TITLE "[ GLASS BACKGROUND IMAGE ]:" 0 0 0.01 0.01 #pragma parameter HSM_BG_OPACITY " Opacity" 100 0 100 0.1 diff --git a/bezel/Mega_Bezel/shaders/base/common/params-4-image-layers.inc b/bezel/Mega_Bezel/shaders/base/common/params-4-image-layers.inc index ac34ed5..e863044 100644 --- a/bezel/Mega_Bezel/shaders/base/common/params-4-image-layers.inc +++ b/bezel/Mega_Bezel/shaders/base/common/params-4-image-layers.inc @@ -27,6 +27,7 @@ //--------------------------------------------------------------------------------------------------- // IMAGE LAYERING START //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_LAYER_ORDER_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_LAYER_ORDER_TITLE "[ LAYER ORDER ]:" 0 0 0.01 0.01 #pragma parameter HSM_BG_LAYER_ORDER " Background Layer" 0 0 12 1 @@ -60,23 +61,21 @@ float HSM_TOP_LAYER_ORDER = global.HSM_TOP_LAYER_ORDER; //--------------------------------------------------------------------------------------------------- // CutOut in Image Layers //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_CUTOUT_TITLE "[ CUTOUT ]:" 0 0 0.01 0.01 +#pragma parameter HSM_CUTOUT_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_CUTOUT_TITLE "[ CUTOUT ]:" 0 0 0.01 0.01 -#pragma parameter HSM_CUTOUT_ASPECT_MODE " Cutout Aspect- FULL | EXPL. | 4:3 | 3:4 | 16:9 | 9:16" 4 0 5 1 +#pragma parameter HSM_CUTOUT_ASPECT_MODE " Cutout Aspect- FULL | EXPL. | 4:3 | 3:4 | 16:9 | 9:16" 4 0 5 1 float HSM_CUTOUT_ASPECT_MODE = global.HSM_CUTOUT_ASPECT_MODE; -#pragma parameter HSM_CUTOUT_EXPLICIT_ASPECT " Explicit Aspect" 1.33333 0.01 3 0.01 +#pragma parameter HSM_CUTOUT_EXPLICIT_ASPECT " Explicit Aspect" 1.33333 0.01 3 0.01 float HSM_CUTOUT_EXPLICIT_ASPECT = global.HSM_CUTOUT_EXPLICIT_ASPECT; -#pragma parameter HSM_CUTOUT_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BZL | BG | DEVICE | DECAL" 0 0 5 1 +#pragma parameter HSM_CUTOUT_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BZL | BG | DEVICE | DECAL" 0 0 5 1 float HSM_CUTOUT_FOLLOW_LAYER = global.HSM_CUTOUT_FOLLOW_LAYER; #pragma parameter HSM_CUTOUT_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1 float HSM_CUTOUT_FOLLOW_FULL_USES_ZOOM = global.HSM_CUTOUT_FOLLOW_FULL_USES_ZOOM; -#pragma parameter HSM_CUTOUT_KEEP_ASPECT " Scale Aspect - INHERIT FROM SCALE MODE | KEEP ASPECT" 1 0 1 1 -float HSM_CUTOUT_KEEP_ASPECT = global.HSM_CUTOUT_KEEP_ASPECT; - #pragma parameter HSM_CUTOUT_SCALE " Scale" 100 -100 200 0.1 float HSM_CUTOUT_SCALE = global.HSM_CUTOUT_SCALE / 100; @@ -96,6 +95,7 @@ float HSM_CUTOUT_CORNER_RADIUS = global.HSM_CUTOUT_CORNER_RADIUS; //--------------------------------------------------------------------------------------------------- // MASK DEBUG //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_MASK_DEBUG_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_MASK_DEBUG_TITLE "[ MASK DEBUG ]:" 0 0 0.01 0.01 #pragma parameter HSM_LAYERING_DEBUG_MASK_MODE " Mask - ALL | SCRN | TUBE | BZ- | BZ | BZ+ | FRM | FRM+ | BG" -1 -2 8 1 @@ -104,6 +104,7 @@ float HSM_LAYERING_DEBUG_MASK_MODE = global.HSM_LAYERING_DEBUG_MASK_MODE; //--------------------------------------------------------------------------------------------------- // BG IMAGE //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_BACKGROUND_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_BACKGROUND_TITLE "[ BACKGROUND LAYER ]:" 0 0 0.01 0.01 #pragma parameter HSM_BG_OPACITY " Opacity" 100 0 100 0.1 @@ -152,6 +153,7 @@ float HSM_BG_CUTOUT_MODE = global.HSM_BG_CUTOUT_MODE; float HSM_BG_DUALSCREEN_VIS_MODE = global.HSM_BG_DUALSCREEN_VIS_MODE; //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_BG2_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_BG_TITLE2 "[ BACKGROUND SCALE & FOLLOW ]:" 0 0 0.01 0.01 #pragma parameter HSM_BG_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BEZEL" 0 0 2 1 @@ -163,10 +165,7 @@ float HSM_BG_FOLLOW_MODE = global.HSM_BG_FOLLOW_MODE; #pragma parameter HSM_BG_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1 float HSM_BG_FOLLOW_FULL_USES_ZOOM = global.HSM_BG_FOLLOW_FULL_USES_ZOOM; -#pragma parameter HSM_BG_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM LAYER | USE TEX ASPECT" 1 0 1 1 -float HSM_BG_SCALE_KEEP_ASPECT = global.HSM_BG_SCALE_KEEP_ASPECT; - -#pragma parameter HSM_BG_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1 +#pragma parameter HSM_BG_FILL_MODE " Image Fill Mode - KEEP TEXURE ASPECT | SPLIT | STRETCH" 0 0 2 1 float HSM_BG_FILL_MODE = global.HSM_BG_FILL_MODE; #pragma parameter HSM_BG_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1 @@ -194,6 +193,7 @@ float HSM_BG_MIRROR_WRAP = global.HSM_BG_MIRROR_WRAP; //--------------------------------------------------------------------------------------------------- // VIEWPORT VIGNETTE //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_VIEWPORT_VIGNETTE_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_VIEWPORT_VIGNETTE_TITLE "[ VIEWPORT VIGNETTE LAYER ]:" 0 0 0.01 0.01 #pragma parameter HSM_VIEWPORT_VIGNETTE_OPACITY " Opacity" 0 0 100 2 @@ -224,6 +224,7 @@ float HSM_VIEWPORT_VIGNETTE_POS_Y = global.HSM_VIEWPORT_VIGNETTE_POS_Y / 100; //--------------------------------------------------------------------------------------------------- // LED IMAGE //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_LEDX_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_LED_TITLE "[ LED LAYER ]:" 0 0 0.01 0.01 #pragma parameter HSM_LED_OPACITY " Opacity" 100 0 100 1 @@ -272,7 +273,8 @@ float HSM_LED_CUTOUT_MODE = global.HSM_LED_CUTOUT_MODE; float HSM_LED_DUALSCREEN_VIS_MODE = global.HSM_LED_DUALSCREEN_VIS_MODE; //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_LED_TITLE2 "[ LED SCALE & FOLLOW]:" 0 0 0.01 0.01 +#pragma parameter HSM_LED2_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_LED_TITLE2 "[ LED SCALE & FOLLOW ]:" 0 0 0.01 0.01 #pragma parameter HSM_LED_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BEZEL | BG | DEVICE" 3 0 4 1 float HSM_LED_FOLLOW_LAYER = global.HSM_LED_FOLLOW_LAYER; @@ -283,10 +285,7 @@ float HSM_LED_FOLLOW_MODE = global.HSM_LED_FOLLOW_MODE; #pragma parameter HSM_LED_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1 float HSM_LED_FOLLOW_FULL_USES_ZOOM = global.HSM_LED_FOLLOW_FULL_USES_ZOOM; -#pragma parameter HSM_LED_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM LAYER | USE TEX ASPECT" 1 0 1 1 -float HSM_LED_SCALE_KEEP_ASPECT = global.HSM_LED_SCALE_KEEP_ASPECT; - -#pragma parameter HSM_LED_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1 +#pragma parameter HSM_LED_FILL_MODE " Image Fill Mode - KEEP TEXURE ASPECT | SPLIT | STRETCH" 0 0 2 1 float HSM_LED_FILL_MODE = global.HSM_LED_FILL_MODE; #pragma parameter HSM_LED_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1 @@ -311,6 +310,7 @@ float HSM_LED_POS_Y = global.HSM_LED_POS_Y / 100; //--------------------------------------------------------------------------------------------------- // DEVICE IMAGE //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_DEVICE_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_DEVICE_TITLE "[ DEVICE IMAGE LAYER ]:" 0 0 0.01 0.01 #pragma parameter HSM_DEVICE_OPACITY " Opacity" 100 0 100 1 @@ -359,6 +359,7 @@ float HSM_DEVICE_CUTOUT_MODE = global.HSM_DEVICE_CUTOUT_MODE; float HSM_DEVICE_DUALSCREEN_VIS_MODE = global.HSM_DEVICE_DUALSCREEN_VIS_MODE; //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_DEVICE2_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_DEVICE_TITLE2 "[ DEVICE SCALE & FOLLOW ]:" 0 0 0.01 0.01 #pragma parameter HSM_DEVICE_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BEZEL | BG" 1 0 3 1 @@ -370,10 +371,7 @@ float HSM_DEVICE_FOLLOW_MODE = global.HSM_DEVICE_FOLLOW_MODE; #pragma parameter HSM_DEVICE_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1 float HSM_DEVICE_FOLLOW_FULL_USES_ZOOM = global.HSM_DEVICE_FOLLOW_FULL_USES_ZOOM; -#pragma parameter HSM_DEVICE_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM LAYER | USE TEX ASPECT" 1 0 1 1 -float HSM_DEVICE_SCALE_KEEP_ASPECT = global.HSM_DEVICE_SCALE_KEEP_ASPECT; - -#pragma parameter HSM_DEVICE_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1 +#pragma parameter HSM_DEVICE_FILL_MODE " Image Fill Mode - KEEP TEXURE ASPECT | SPLIT | STRETCH" 0 0 2 1 float HSM_DEVICE_FILL_MODE = global.HSM_DEVICE_FILL_MODE; #pragma parameter HSM_DEVICE_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1 @@ -399,6 +397,7 @@ float HSM_DEVICE_POS_Y = global.HSM_DEVICE_POS_Y / 100; //--------------------------------------------------------------------------------------------------- // DEVICELED IMAGE //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_DEVICELED_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_DEVICELED_TITLE "[ DEVICE LED IMAGE LAYER ]:" 0 0 0.01 0.01 #pragma parameter HSM_DEVICELED_OPACITY " Opacity" 100 0 100 1 @@ -447,6 +446,7 @@ float HSM_DEVICELED_CUTOUT_MODE = global.HSM_DEVICELED_CUTOUT_MODE; float HSM_DEVICELED_DUALSCREEN_VIS_MODE = global.HSM_DEVICELED_DUALSCREEN_VIS_MODE; //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_DEVICELED2_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_DEVICELED_TITLE2 "[ DEVICE LED SCALE & FOLLOW ]:" 0 0 0.01 0.01 #pragma parameter HSM_DEVICELED_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BEZEL | BG | DEVICE" 4 0 4 1 @@ -458,10 +458,7 @@ float HSM_DEVICELED_FOLLOW_MODE = global.HSM_DEVICELED_FOLLOW_MODE; #pragma parameter HSM_DEVICELED_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1 float HSM_DEVICELED_FOLLOW_FULL_USES_ZOOM = global.HSM_DEVICELED_FOLLOW_FULL_USES_ZOOM; -#pragma parameter HSM_DEVICELED_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM LAYER | USE TEX ASPECT" 1 0 1 1 -float HSM_DEVICELED_SCALE_KEEP_ASPECT = global.HSM_DEVICELED_SCALE_KEEP_ASPECT; - -#pragma parameter HSM_DEVICELED_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1 +#pragma parameter HSM_DEVICELED_FILL_MODE " Image Fill Mode - KEEP TEXURE ASPECT | SPLIT | STRETCH" 0 0 2 1 float HSM_DEVICELED_FILL_MODE = global.HSM_DEVICELED_FILL_MODE; #pragma parameter HSM_DEVICELED_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1 @@ -486,6 +483,7 @@ float HSM_DEVICELED_POS_Y = global.HSM_DEVICELED_POS_Y / 100; //--------------------------------------------------------------------------------------------------- // DECAL IMAGE //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_DECAL_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_DECAL_TITLE "[ DECAL LAYER ]:" 0 0 0.01 0.01 #pragma parameter HSM_DECAL_OPACITY " Opacity" 100 0 100 0.1 @@ -534,6 +532,7 @@ float HSM_DECAL_CUTOUT_MODE = global.HSM_DECAL_CUTOUT_MODE; float HSM_DECAL_DUALSCREEN_VIS_MODE = global.HSM_DECAL_DUALSCREEN_VIS_MODE; //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_DECAL2_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_DECAL_TITLE2 "[ DECAL SCALE & FOLLOW ]:" 0 0 0.01 0.01 #pragma parameter HSM_DECAL_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BEZEL | BG | DEVICE" 0 0 4 1 @@ -545,10 +544,7 @@ float HSM_DECAL_FOLLOW_MODE = global.HSM_DECAL_FOLLOW_MODE; #pragma parameter HSM_DECAL_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1 float HSM_DECAL_FOLLOW_FULL_USES_ZOOM = global.HSM_DECAL_FOLLOW_FULL_USES_ZOOM; -#pragma parameter HSM_DECAL_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM LAYER | USE TEX ASPECT" 1 0 1 1 -float HSM_DECAL_SCALE_KEEP_ASPECT = global.HSM_DECAL_SCALE_KEEP_ASPECT; - -#pragma parameter HSM_DECAL_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1 +#pragma parameter HSM_DECAL_FILL_MODE " Image Fill Mode - KEEP TEXURE ASPECT | SPLIT | STRETCH" 0 0 2 1 float HSM_DECAL_FILL_MODE = global.HSM_DECAL_FILL_MODE; #pragma parameter HSM_DECAL_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1 @@ -573,6 +569,7 @@ float HSM_DECAL_POS_Y = global.HSM_DECAL_POS_Y / 100; //--------------------------------------------------------------------------------------------------- // CAB GLS IMAGE //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_CAB_GLASS_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_CAB_GLASS_TITLE "[ CABINET GLASS LAYER ]:" 0 0 0.01 0.01 #pragma parameter HSM_CAB_GLASS_OPACITY " Opacity" 100 0 100 1 @@ -621,6 +618,7 @@ float HSM_CAB_GLASS_CUTOUT_MODE = global.HSM_CAB_GLASS_CUTOUT_MODE; float HSM_CAB_GLASS_DUALSCREEN_VIS_MODE = global.HSM_CAB_GLASS_DUALSCREEN_VIS_MODE; //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_CAB_GLASS2_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_CAB_GLASS_TITLE2 "[ CABINET GLASS SCALE & FOLLOW ]:" 0 0 0.01 0.01 #pragma parameter HSM_CAB_GLASS_FOLLOW_LAYER " Follow Layer- FULL | TUBE | BEZEL | BG | DEVICE | DECAL" 0 0 5 1 @@ -632,10 +630,7 @@ float HSM_CAB_GLASS_FOLLOW_MODE = global.HSM_CAB_GLASS_FOLLOW_MODE; #pragma parameter HSM_CAB_GLASS_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1 float HSM_CAB_GLASS_FOLLOW_FULL_USES_ZOOM = global.HSM_CAB_GLASS_FOLLOW_FULL_USES_ZOOM; -#pragma parameter HSM_CAB_GLASS_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM LAYER | USE TEX ASPECT" 1 0 1 1 -float HSM_CAB_GLASS_SCALE_KEEP_ASPECT = global.HSM_CAB_GLASS_SCALE_KEEP_ASPECT; - -#pragma parameter HSM_CAB_GLASS_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1 +#pragma parameter HSM_CAB_GLASS_FILL_MODE " Image Fill Mode - KEEP TEXURE ASPECT | SPLIT | STRETCH" 0 0 2 1 float HSM_CAB_GLASS_FILL_MODE = global.HSM_CAB_GLASS_FILL_MODE; #pragma parameter HSM_CAB_GLASS_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1 @@ -660,6 +655,7 @@ float HSM_CAB_GLASS_POS_Y = global.HSM_CAB_GLASS_POS_Y / 100; //--------------------------------------------------------------------------------------------------- // TOP IMAGE //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_TOP_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_TOP_TITLE "[ TOP EXTRA LAYER ]:" 0 0 0.01 0.01 #pragma parameter HSM_TOP_OPACITY " Opacity" 100 0 100 0.1 @@ -708,6 +704,7 @@ float HSM_TOP_CUTOUT_MODE = global.HSM_TOP_CUTOUT_MODE; float HSM_TOP_DUALSCREEN_VIS_MODE = global.HSM_TOP_DUALSCREEN_VIS_MODE; //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_TOP2_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_TOP_TITLE2 "[ TOP SCALE & FOLLOW ]:" 0 0 0.01 0.01 #pragma parameter HSM_TOP_FOLLOW_LAYER " Follow Layer - FULL | TUBE | BEZEL | BG | DEVICE | DECAL" 0 0 5 1 @@ -719,10 +716,7 @@ float HSM_TOP_FOLLOW_MODE = global.HSM_TOP_FOLLOW_MODE; #pragma parameter HSM_TOP_FOLLOW_FULL_USES_ZOOM " Follow Full also follows Zoom" 1 0 1 1 float HSM_TOP_FOLLOW_FULL_USES_ZOOM = global.HSM_TOP_FOLLOW_FULL_USES_ZOOM; -#pragma parameter HSM_TOP_SCALE_KEEP_ASPECT " Scale Aspect - INHERIT FROM LAYER | USE TEX ASPECT" 1 0 1 1 -float HSM_TOP_SCALE_KEEP_ASPECT = global.HSM_TOP_SCALE_KEEP_ASPECT; - -#pragma parameter HSM_TOP_FILL_MODE " Image Fill Mode - STRETCH | SPLIT HORIZONTAL" 0 0 1 1 +#pragma parameter HSM_TOP_FILL_MODE " Image Fill Mode - KEEP TEXURE ASPECT | SPLIT | STRETCH" 0 0 2 1 float HSM_TOP_FILL_MODE = global.HSM_TOP_FILL_MODE; #pragma parameter HSM_TOP_SPLIT_PRESERVE_CENTER " Split Mode Preserve Center %" 0 0 500 1 @@ -750,10 +744,11 @@ float HSM_TOP_MIRROR_WRAP = global.HSM_TOP_MIRROR_WRAP; //--------------------------------------------------------------------------------------------------- // RENDER FOR SIMPLIFIED PRESETS //--------------------------------------------------------------------------------------------------- -#pragma parameter HSM_RENDER_FOR_SIMPLIFIED_TITLE "[ MEGA BEZEL DEV RENDER FOR SIMPLIFIED PRESETS ]:" 1 0 1 1 +#pragma parameter HSM_RENDER_FOR_SIMPLIFIED_EMPTY_LINE " " 0 0 0.001 0.001 +#pragma parameter HSM_RENDER_FOR_SIMPLIFIED_TITLE "[ MEGA BEZEL DEV RENDER FOR SIMPLIFIED PRESETS ]:" 0 0 0.001 0.001 #pragma parameter HSM_RENDER_SIMPLE_MODE " Mode: NORM | BLACK-SCREEN | BLACK-BG | PINK-MASK| BW-MASK" 0 0 4 1 float HSM_RENDER_SIMPLE_MODE = global.HSM_RENDER_SIMPLE_MODE; #pragma parameter HSM_RENDER_SIMPLE_MASK_TYPE " Mask Type: SCREEN | TUBE | BEZEL & FRAME | BEZEL | FRAME" 0 0 4 1 -float HSM_RENDER_SIMPLE_MASK_TYPE = global.HSM_RENDER_SIMPLE_MASK_TYPE; +float HSM_RENDER_SIMPLE_MASK_TYPE = global.HSM_RENDER_SIMPLE_MASK_TYPE; \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/base/common/params-5-intro.inc b/bezel/Mega_Bezel/shaders/base/common/params-5-intro.inc index 4cb1592..9ccde1f 100644 --- a/bezel/Mega_Bezel/shaders/base/common/params-5-intro.inc +++ b/bezel/Mega_Bezel/shaders/base/common/params-5-intro.inc @@ -25,6 +25,7 @@ //--------------------------------------------------------------------------------------------------- // INTRO IMAGE //--------------------------------------------------------------------------------------------------- +#pragma parameter HSM_INTRO_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_INTRO_IMAGE_TITLE "[ INTRO SEQUENCE ]:" 0 0 0.01 0.01 #pragma parameter HSM_INTRO_WHEN_TO_SHOW " When to Show Intro - OFF|Game Load|Shader Load|Repeat" 1 0 3 1 @@ -34,6 +35,7 @@ #define HSM_INTRO_SPEED (global.HSM_INTRO_SPEED / 100) +#pragma parameter HSM_INTRO_LOGO_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_INTRO_LOGO_TITLE "[ INTRO LOGO ]:" 0 0 0.01 0.01 #pragma parameter HSM_INTRO_LOGO_BLEND_MODE " Logo Blend Mode - OFF | NORM | ADD | MULT" 1 0 3 1 @@ -74,6 +76,7 @@ #define HSM_INTRO_LOGO_FADE_OUT 80 +#pragma parameter HSM_INTRO_SOLID_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_INTRO_LOGO_SOLID_TITLE "[ INTRO SOLID COLOR ]:" 0 0 0.01 0.01 #pragma parameter HSM_INTRO_SOLID_COLOR_BLEND_MODE " Solid Color Blend Mode - OFF | NORM | ADD | MULT" 1 0 3 1 @@ -97,6 +100,7 @@ #define HSM_INTRO_SOLID_COLOR_FADE_OUT 40 +#pragma parameter HSM_INTRO_NOISE_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_INTRO_NOISE_TITLE "[ INTRO STATIC NOISE ]:" 0 0 0.01 0.01 #pragma parameter HSM_INTRO_NOISE_BLEND_MODE " Static Noise Blend Mode - OFF | NORM | ADD | MULT" 1 0 3 1 @@ -110,6 +114,7 @@ // #define HSM_INTRO_NOISE_FADE_OUT global.HSM_INTRO_NOISE_FADE_OUT #define HSM_INTRO_NOISE_FADE_OUT 120 +#pragma parameter HSM_INTRO_SOLID_BLACK_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_INTRO_SOLID_BLACK_TITLE "[ INTRO SOLID BLACK ]:" 0 0 0.01 0.01 #pragma parameter HSM_INTRO_SOLID_BLACK_HOLD " Solid Black Hold Frames" 0 0 600 5 diff --git a/bezel/Mega_Bezel/shaders/base/intro.inc b/bezel/Mega_Bezel/shaders/base/intro.inc index 394e109..5cc5ddd 100644 --- a/bezel/Mega_Bezel/shaders/base/intro.inc +++ b/bezel/Mega_Bezel/shaders/base/intro.inc @@ -295,8 +295,7 @@ void main() #endif bool cache_info_changed = CACHE_INFO_CHANGED; - bool cache_updated = cache_info_changed || HSM_CACHE_GRAPHICS_ON == 0; - bool show_update_indicator = (HSM_CACHE_UPDATE_INDICATOR_MODE == 2 && HSM_CACHE_GRAPHICS_ON == 0) || (HSM_CACHE_UPDATE_INDICATOR_MODE == 1 && cache_info_changed); + bool show_update_indicator = cache_info_changed && ( HSM_CACHE_UPDATE_INDICATOR_MODE == 1 || HSM_CACHE_GRAPHICS_ON < 0.5 && HSM_CACHE_UPDATE_INDICATOR_MODE == 2); if (show_update_indicator) { diff --git a/bezel/Mega_Bezel/shaders/base/linearize-crt-hdr.slang b/bezel/Mega_Bezel/shaders/base/linearize-crt-hdr.slang new file mode 100644 index 0000000..bfa0b82 --- /dev/null +++ b/bezel/Mega_Bezel/shaders/base/linearize-crt-hdr.slang @@ -0,0 +1,5 @@ +#version 450 + +#define IS_HDR_PRESET + +#include "linearize-crt.inc" \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/base/linearize-crt.inc b/bezel/Mega_Bezel/shaders/base/linearize-crt.inc new file mode 100644 index 0000000..d7f1e3f --- /dev/null +++ b/bezel/Mega_Bezel/shaders/base/linearize-crt.inc @@ -0,0 +1,76 @@ +/* + Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel + Copyright (C) 2019-2022 HyperspaceMadness - HyperspaceMadness@outlook.com + + Incorporates much great feedback from the libretro forum, and thanks + to Hunterk who helped me get started + + See more at the libretro forum + https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . +*/ + +#include "common/globals-and-screen-scale-params.inc" +#include "common/helper-functions.inc" + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; +} params; + +#include "../../../../include/compat_macros.inc" + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 blur_dxdy; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + + const vec2 dxdy_scale = global.SourceSize.xy * global.OutputSize.zw; + blur_dxdy = dxdy_scale * global.SourceSize.zw; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 blur_dxdy; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D CRTPass; +layout(set = 0, binding = 3) uniform sampler2D PostCRTPass; + +#include "../../../../include/blur-functions.h" + +void main() +{ + // FragColor = vec4(tex2Dblur9x9(PostCRTPass, vTexCoord, blur_dxdy), 1); + // In the HDR preset sampling from the PostCRTPass results in sort of colorful garbabe + // Grabbing from the CRTPass instead +#ifdef IS_HDR_PRESET + FragColor = textureLod(CRTPass, vTexCoord, 2); + FragColor = HSM_ApplyGamma(FragColor, DEFAULT_SRGB_GAMMA); +#else + FragColor = textureLod(PostCRTPass, vTexCoord, 2); +#endif + + FragColor = HSM_ApplyGamma(FragColor, DEFAULT_SRGB_GAMMA/DEFAULT_CRT_GAMMA - 0.05); + FragColor = clamp(FragColor, 0, 1); +} \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/base/linearize-crt.slang b/bezel/Mega_Bezel/shaders/base/linearize-crt.slang index 569b452..95015f3 100644 --- a/bezel/Mega_Bezel/shaders/base/linearize-crt.slang +++ b/bezel/Mega_Bezel/shaders/base/linearize-crt.slang @@ -1,66 +1,3 @@ #version 450 -/* - Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel - Copyright (C) 2019-2022 HyperspaceMadness - HyperspaceMadness@outlook.com - - Incorporates much great feedback from the libretro forum, and thanks - to Hunterk who helped me get started - - See more at the libretro forum - https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates - - This program is free software: you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation, either version 3 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program. If not, see . -*/ - -#include "common/globals-and-screen-scale-params.inc" -#include "common/helper-functions.inc" - -layout(push_constant) uniform Push -{ - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; -} params; - -#include "../../../../include/compat_macros.inc" - -#pragma stage vertex -layout(location = 0) in vec4 Position; -layout(location = 1) in vec2 TexCoord; -layout(location = 0) out vec2 vTexCoord; -layout(location = 1) out vec2 blur_dxdy; - -void main() -{ - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; - - const vec2 dxdy_scale = global.SourceSize.xy * global.OutputSize.zw; - blur_dxdy = dxdy_scale * global.SourceSize.zw; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 1) in vec2 blur_dxdy; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D MBZ_PostCRTPass; - -#include "../../../../include/blur-functions.h" - -void main() -{ - FragColor = HSM_Linearize(vec4(tex2Dblur9x9(MBZ_PostCRTPass, vTexCoord, blur_dxdy), 1), DEFAULT_CRT_GAMMA); -} \ No newline at end of file +#include "linearize-crt.inc" \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/base/linearize.slang b/bezel/Mega_Bezel/shaders/base/linearize.slang index f7cb7f5..a49e771 100644 --- a/bezel/Mega_Bezel/shaders/base/linearize.slang +++ b/bezel/Mega_Bezel/shaders/base/linearize.slang @@ -35,10 +35,10 @@ layout(push_constant) uniform Push uint FrameCount; } params; -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; -} global; +// layout(std140, set = 0, binding = 0) uniform UBO +// { +// mat4 MVP; +// } global; #pragma stage vertex layout(location = 0) in vec4 Position; diff --git a/bezel/Mega_Bezel/shaders/base/output-hdr.slang b/bezel/Mega_Bezel/shaders/base/output-hdr.slang new file mode 100644 index 0000000..b32326a --- /dev/null +++ b/bezel/Mega_Bezel/shaders/base/output-hdr.slang @@ -0,0 +1,95 @@ +#version 450 + +/* + HDR Output - All color work by MajorPainTheCactus + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see [http://www.gnu.org/licenses/]. +*/ + +// Pass HDR color format +#pragma format A2B10G10R10_UNORM_PACK32 + +/////////////// IMPORTS /////////////// +#include "../megatron/include/parameters-hdr-color.h" +#include "../megatron/include/gamma_correct.h" +#include "../megatron/include/inverse_tonemap.h" + +#include "../base/common/globals-and-screen-scale-params.inc" +#include "../base/common/common-functions.inc" +#include "../base/common/params-2-bezel.inc" +#include "../base/common/common-functions-bezel.inc" + +////////////////////////////////////////////////////////////////////////////////////////////////// +#pragma stage vertex + +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; + +layout(location = 6) out vec2 vTexCoord; + +////////////////////////////////////////////////////////////////////////////////////////////////// +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +////////////////////////////////////////////////////////////////////////////////////////////////// +#pragma stage fragment + +layout(location = 6) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; + + +layout(set = 0, binding = 1) uniform sampler2D InfoCachePass; +layout(set = 0, binding = 2) uniform sampler2D Source; + +layout(set = 0, binding = 3) uniform sampler2D OutputPassFeedback; +#define PassFeedback OutputPassFeedback + +////////////////////////////////////////////////////////////////////////////////////////////////// +void main() +{ + HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); + + // Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area + HSM_GetBezelCoords(TUBE_DIFFUSE_COORD, + TUBE_DIFFUSE_SCALE, + TUBE_SCALE, + TUBE_DIFFUSE_ASPECT, + false, + BEZEL_OUTSIDE_SCALE, + BEZEL_OUTSIDE_COORD, + BEZEL_OUTSIDE_CURVED_COORD, + FRAME_OUTSIDE_CURVED_COORD); + + + if (HHLP_IsOutsideCoordSpace(BEZEL_OUTSIDE_COORD)) + { + vec4 feedback_color_test = texture(PassFeedback, vec2(1, 1)); + if (HSM_CACHE_GRAPHICS_ON > 0.5 && feedback_color_test.a < 0 && !CACHE_INFO_CHANGED) + { + FragColor = texture(PassFeedback, vTexCoord); + return; + } + } + + vec3 output_colour = vec3(0); + LinearToOutputColor(texture(Source, vTexCoord).rgb, output_colour); + FragColor = vec4(output_colour, 1.0f); + + // If we have calculated an image then set -1 as a flag to show that we have + if (vTexCoord.x > (1 - 2 / global.OutputSize.x) && vTexCoord.y > ( 1 - 2 / global.OutputSize.y)) + FragColor.a = -1; +} \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/base/output-sdr.slang b/bezel/Mega_Bezel/shaders/base/output-sdr.slang new file mode 100644 index 0000000..db6dc84 --- /dev/null +++ b/bezel/Mega_Bezel/shaders/base/output-sdr.slang @@ -0,0 +1,68 @@ +#version 450 + +#include "../base/common/globals-and-screen-scale-params.inc" +#include "../base/common/common-functions.inc" +#include "../base/common/params-2-bezel.inc" +#include "../base/common/common-functions-bezel.inc" + +////////////////////////////////////////////////////////////////////////////////////////////////// +#pragma stage vertex + +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; + +layout(location = 6) out vec2 vTexCoord; + +////////////////////////////////////////////////////////////////////////////////////////////////// +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +////////////////////////////////////////////////////////////////////////////////////////////////// +#pragma stage fragment + +layout(location = 6) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; + + +layout(set = 0, binding = 1) uniform sampler2D InfoCachePass; +layout(set = 0, binding = 2) uniform sampler2D Source; + +layout(set = 0, binding = 3) uniform sampler2D OutputPassFeedback; +#define PassFeedback OutputPassFeedback + +////////////////////////////////////////////////////////////////////////////////////////////////// +void main() +{ + HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); + + // Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area + HSM_GetBezelCoords(TUBE_DIFFUSE_COORD, + TUBE_DIFFUSE_SCALE, + TUBE_SCALE, + TUBE_DIFFUSE_ASPECT, + false, + BEZEL_OUTSIDE_SCALE, + BEZEL_OUTSIDE_COORD, + BEZEL_OUTSIDE_CURVED_COORD, + FRAME_OUTSIDE_CURVED_COORD); + + + if (HHLP_IsOutsideCoordSpace(BEZEL_OUTSIDE_COORD)) + { + vec4 feedback_color_test = texture(PassFeedback, vec2(1, 1)); + if (HSM_CACHE_GRAPHICS_ON > 0.5 && feedback_color_test.a < 0 && !CACHE_INFO_CHANGED) + { + FragColor = texture(PassFeedback, vTexCoord); + return; + } + } + + FragColor = HSM_Delinearize(texture(Source, vTexCoord), DEFAULT_SRGB_GAMMA); + + // If we have calculated an image then set -1 as a flag to show that we have + if (vTexCoord.x > (1 - 2 / global.OutputSize.x) && vTexCoord.y > ( 1 - 2 / global.OutputSize.y)) + FragColor.a = -1; +} \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/base/post-crt-prep-potato-megatron.slang b/bezel/Mega_Bezel/shaders/base/post-crt-prep-potato-megatron.slang new file mode 100644 index 0000000..c21a702 --- /dev/null +++ b/bezel/Mega_Bezel/shaders/base/post-crt-prep-potato-megatron.slang @@ -0,0 +1,5 @@ +#version 450 + +#define IS_MEGATRON_PRESET + +#include "post-crt-prep-potato.inc" \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/base/post-crt-prep-potato.inc b/bezel/Mega_Bezel/shaders/base/post-crt-prep-potato.inc new file mode 100644 index 0000000..daa287e --- /dev/null +++ b/bezel/Mega_Bezel/shaders/base/post-crt-prep-potato.inc @@ -0,0 +1,164 @@ +/* + Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel + Copyright (C) 2019-2021 HyperspaceMadness - HyperspaceMadness@outlook.com + + Incorporates much great feedback from the libretro forum, and thanks + to Hunterk who helped me get started + + See more at the libretro forum + https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . +*/ + +#include "common/globals-and-potato-params.inc" +#include "common/common-functions.inc" +#pragma stage vertex + +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; + +layout(location = 0) out vec2 vTexCoord; +layout(location = 7) out vec2 UNFLIPPED_VIEWPORT_COORD; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord * 1.00001; + + UNFLIPPED_VIEWPORT_COORD = vTexCoord; +} + +#pragma stage fragment + +layout(location = 0) in vec2 vTexCoord; +layout(location = 7) in vec2 UNFLIPPED_VIEWPORT_COORD; + +layout(location = 0) out vec4 FragColor; + +layout(set = 0, binding = 1) uniform sampler2D Source; + +layout(set = 0, binding = 2) uniform sampler2D InfoCachePass; + +layout(set = 0, binding = 7) uniform sampler2D BackgroundImage; +layout(set = 0, binding = 8) uniform sampler2D BackgroundVertImage; + +layout(set = 0, binding = 11) uniform sampler2D PostCRTPassFeedback; +#define PassFeedback PostCRTPassFeedback + +vec4 HSM_GetPostCrtPreppedColorPotato(vec4 in_color_linear, vec2 VIEWPORT_COORD, vec2 VIEWPORT_COORD_TRANSFORMED, vec2 screen_curved_coord, in sampler2D BackgroundImage, in sampler2D BackgroundVertImage) +{ + vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1); + float bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS; + + float outside_tube_mask = 1 - HSM_GetCornerMask(tube_curved_coord, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99); + TUBE_MASK = 1 - outside_tube_mask; + + if (HSM_MONOCHROME_MODE > 0.5 && HSM_GetUseOnCurrentScreenIndex(HSM_MONOCHROME_DUALSCREEN_VIS_MODE)) + in_color_linear = HSM_ApplyMonochrome(in_color_linear); + + vec4 out_color = in_color_linear; + + out_color *= HSM_POST_CRT_BRIGHTNESS; + + vec2 mirrored_screen_coord = HSM_GetMirrorWrappedCoord(screen_curved_coord); + float black_edge_corner_radius = HSM_TUBE_BLACK_EDGE_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS; + float screen_mask = HSM_GetCornerMask((screen_curved_coord - 0.5) * 0.999 + 0.5, SCREEN_ASPECT, black_edge_corner_radius, 0.9); + + if (HSM_GetUseScreenVignette()) + { + // out_color *= HSM_GetScreenVignetteFactor(screen_curved_coord); + + float vignette_factor = HSM_GetScreenVignetteFactor(mirrored_screen_coord); + + // float vignette_factor_outside_screen = HSM_SCREEN_VIGNETTE_IN_REFLECTION * vignette_factor + (1 - HSM_SCREEN_VIGNETTE_IN_REFLECTION) * 1; + if (HSM_SCREEN_VIGNETTE_IN_REFLECTION < 0.5) + vignette_factor = screen_mask * vignette_factor + (1 - screen_mask); + + out_color.rgb *= vignette_factor; + } + + out_color.rgb *= screen_mask; + out_color *= TUBE_MASK; + out_color = clamp(out_color, 0, 1); + + if (HSM_BG_OPACITY > 0) + { + //----------------------------------------------------------------------------------------- + // Background + //----------------------------------------------------------------------------------------- + vec2 bg_coord = VIEWPORT_COORD_TRANSFORMED; + bool bg_use_vert_image = SCREEN_ASPECT < 1 && textureSize(BackgroundVertImage, 0).y > 16 ? true : false; + vec2 bg_size = bg_use_vert_image ? textureSize(BackgroundVertImage, 0) : textureSize(BackgroundImage, 0); + + vec4 bg_layer = vec4(0); + + if (bg_size.y > 16) + { + // Correct image coordinate for image aspect ratio + bg_coord.x = (bg_coord.x - 0.5) / ((bg_size.x / bg_size.y) / (global.FinalViewportSize.x/global.FinalViewportSize.y)) + 0.5; + + if (bg_use_vert_image) + bg_layer = texture(BackgroundVertImage, bg_coord); + else + bg_layer = texture(BackgroundImage, bg_coord); + bg_layer = HSM_Linearize(bg_layer, DEFAULT_SRGB_GAMMA); + + vec3 bg_gel = HSM_POTATO_COLORIZE_CRT_WITH_BG * bg_layer.rgb * HSM_POTATO_COLORIZE_BRIGHTNESS + (1 - HSM_POTATO_COLORIZE_CRT_WITH_BG); + + bg_layer.rgb *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS; + bg_layer.rgb = pow(bg_layer.rgb, vec3(1/HSM_STATIC_LAYERS_GAMMA)); + + bg_layer *= HSM_BG_BRIGHTNESS; + + if (HSM_POTATO_SHOW_BG_OVER_SCREEN == 1) + { + out_color.rgb *= bg_gel.rgb; + out_color = HSM_BlendModeLayerMix(out_color, bg_layer, HSM_BG_BLEND_MODE, HSM_BG_OPACITY); + } + else + { + bg_layer.rgb *= HSM_BG_OPACITY; + out_color = HSM_BlendModeLayerMix(bg_layer, out_color, HSM_CRT_SCREEN_BLEND_MODE, 1); + } + } + } + + return out_color; +} + +void main() +{ + vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord); + HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); + + if (HHLP_IsOutsideCoordSpace(SCREEN_COORD)) + { + vec4 feedback_color_test = texture(PassFeedback, vec2(0,0)); + if (HSM_CACHE_GRAPHICS_ON > 0.5 && feedback_color_test.a < 0 && !CACHE_INFO_CHANGED) + { + FragColor = texture(PassFeedback, UNFLIPPED_VIEWPORT_COORD); + return; + } + } + + FragColor = texture(Source, UNFLIPPED_VIEWPORT_COORD); + + vec2 screen_curved_coord = HSM_GetCurvedCoord(SCREEN_COORD, HSM_CRT_CURVATURE_SCALE, SCREEN_ASPECT); + FragColor = HSM_GetPostCrtPreppedColorPotato(FragColor, vTexCoord, viewportCoordTransformed, screen_curved_coord, BackgroundImage, BackgroundVertImage); + +#ifndef IS_MEGATRON_PRESET + FragColor = HSM_Delinearize(FragColor, DEFAULT_SRGB_GAMMA); +#endif +} diff --git a/bezel/Mega_Bezel/shaders/base/post-crt-prep-potato.slang b/bezel/Mega_Bezel/shaders/base/post-crt-prep-potato.slang index c67e3fd..1b0463f 100644 --- a/bezel/Mega_Bezel/shaders/base/post-crt-prep-potato.slang +++ b/bezel/Mega_Bezel/shaders/base/post-crt-prep-potato.slang @@ -1,164 +1,3 @@ #version 450 -/* - Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel - Copyright (C) 2019-2021 HyperspaceMadness - HyperspaceMadness@outlook.com - - Incorporates much great feedback from the libretro forum, and thanks - to Hunterk who helped me get started - - See more at the libretro forum - https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates - - This program is free software: you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation, either version 3 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program. If not, see . -*/ - -#include "common/globals-and-potato-params.inc" -#include "common/common-functions.inc" -#pragma stage vertex - -layout(location = 0) in vec4 Position; -layout(location = 1) in vec2 TexCoord; - -layout(location = 0) out vec2 vTexCoord; -layout(location = 7) out vec2 UNFLIPPED_VIEWPORT_COORD; - -void main() -{ - gl_Position = global.MVP * Position; - vTexCoord = TexCoord * 1.00001; - - UNFLIPPED_VIEWPORT_COORD = vTexCoord; -} - -#pragma stage fragment - -layout(location = 0) in vec2 vTexCoord; -layout(location = 7) in vec2 UNFLIPPED_VIEWPORT_COORD; - -layout(location = 0) out vec4 FragColor; - -layout(set = 0, binding = 1) uniform sampler2D Source; - -layout(set = 0, binding = 2) uniform sampler2D InfoCachePass; - -layout(set = 0, binding = 7) uniform sampler2D BackgroundImage; -layout(set = 0, binding = 8) uniform sampler2D BackgroundVertImage; - -layout(set = 0, binding = 11) uniform sampler2D MBZ_PostCRTPassFeedback; -#define PassFeedback MBZ_PostCRTPassFeedback - -vec4 HSM_GetPostCrtPreppedColorPotato(vec4 in_color_with_gamma, vec2 VIEWPORT_COORD, vec2 VIEWPORT_COORD_TRANSFORMED, vec2 screen_curved_coord, in sampler2D BackgroundImage, in sampler2D BackgroundVertImage) -{ - vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1); - float bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS; - - float outside_tube_mask = 1 - HSM_GetCornerMask(tube_curved_coord, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99); - TUBE_MASK = 1 - outside_tube_mask; - - if (HSM_MONOCHROME_MODE > 0.5 && HSM_GetUseOnCurrentScreenIndex(HSM_MONOCHROME_DUALSCREEN_VIS_MODE)) - in_color_with_gamma = HSM_ApplyMonochrome(in_color_with_gamma); - - vec4 out_color = HSM_Linearize(in_color_with_gamma, DEFAULT_SRGB_GAMMA); - - out_color *= HSM_POST_CRT_BRIGHTNESS; - - vec2 mirrored_screen_coord = HSM_GetMirrorWrappedCoord(screen_curved_coord); - float black_edge_corner_radius = HSM_TUBE_BLACK_EDGE_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS; - float screen_mask = HSM_GetCornerMask((screen_curved_coord - 0.5) * 0.999 + 0.5, SCREEN_ASPECT, black_edge_corner_radius, 0.9); - - if (HSM_GetUseScreenVignette()) - { - // out_color *= HSM_GetScreenVignetteFactor(screen_curved_coord); - - float vignette_factor = HSM_GetScreenVignetteFactor(mirrored_screen_coord); - - // float vignette_factor_outside_screen = HSM_SCREEN_VIGNETTE_IN_REFLECTION * vignette_factor + (1 - HSM_SCREEN_VIGNETTE_IN_REFLECTION) * 1; - if (HSM_SCREEN_VIGNETTE_IN_REFLECTION < 0.5) - vignette_factor = screen_mask * vignette_factor + (1 - screen_mask); - - out_color.rgb *= vignette_factor; - } - - out_color.rgb *= screen_mask; - out_color *= TUBE_MASK; - - if (HSM_BG_OPACITY > 0) - { - //----------------------------------------------------------------------------------------- - // Background - //----------------------------------------------------------------------------------------- - vec2 bg_coord = VIEWPORT_COORD_TRANSFORMED; - bool bg_use_vert_image = SCREEN_ASPECT < 1 && textureSize(BackgroundVertImage, 0).y > 16 ? true : false; - vec2 bg_size = bg_use_vert_image ? textureSize(BackgroundVertImage, 0) : textureSize(BackgroundImage, 0); - - vec4 bg_layer = vec4(0); - - if (bg_size.y > 16) - { - // Correct image coordinate for image aspect ratio - bg_coord.x = (bg_coord.x - 0.5) / ((bg_size.x / bg_size.y) / (global.FinalViewportSize.x/global.FinalViewportSize.y)) + 0.5; - - if (bg_use_vert_image) - bg_layer = texture(BackgroundVertImage, bg_coord); - else - bg_layer = texture(BackgroundImage, bg_coord); - bg_layer = HSM_Linearize(bg_layer, DEFAULT_SRGB_GAMMA); - - bg_layer.rgb *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS; - bg_layer.rgb = pow(bg_layer.rgb, vec3(1/HSM_STATIC_LAYERS_GAMMA)); - - if (HSM_CRT_SCREEN_BLEND_MODE == 1) - bg_layer *= (1 - TUBE_MASK); - - bg_layer *= HSM_BG_BRIGHTNESS; - - if (HSM_CRT_SCREEN_BLEND_MODE > 0) - { - if (HSM_POTATO_SHOW_BG_OVER_SCREEN == 1) - out_color = HSM_BlendModeLayerMix(out_color, bg_layer, HSM_BG_BLEND_MODE, HSM_BG_OPACITY); - else - { - bg_layer.rgb *= HSM_BG_OPACITY; - out_color = HSM_BlendModeLayerMix(bg_layer, out_color, HSM_CRT_SCREEN_BLEND_MODE, 1); - } - } - } - } - - // Apply the final Gamma - out_color = HSM_Delinearize(out_color, DEFAULT_SRGB_GAMMA); - return out_color; -} - -void main() -{ - vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord); - HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); - - if (HHLP_IsOutsideCoordSpace(SCREEN_COORD)) - { - vec4 feedback_color_test = texture(PassFeedback, vec2(0,0)); - if (HSM_CACHE_GRAPHICS_ON > 0.5 && feedback_color_test.a < 0 && !CACHE_INFO_CHANGED) - { - FragColor = texture(PassFeedback, UNFLIPPED_VIEWPORT_COORD); - return; - } - } - - FragColor = texture(Source, UNFLIPPED_VIEWPORT_COORD); - - vec2 screen_curved_coord = HSM_GetCurvedCoord(SCREEN_COORD, HSM_CRT_CURVATURE_SCALE, SCREEN_ASPECT); - FragColor = HSM_GetPostCrtPreppedColorPotato(FragColor, vTexCoord, viewportCoordTransformed, screen_curved_coord, BackgroundImage, BackgroundVertImage); -} +#include "post-crt-prep-potato.inc" \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/base/post-crt-prep.inc b/bezel/Mega_Bezel/shaders/base/post-crt-prep.inc index 8860794..588feeb 100644 --- a/bezel/Mega_Bezel/shaders/base/post-crt-prep.inc +++ b/bezel/Mega_Bezel/shaders/base/post-crt-prep.inc @@ -63,59 +63,10 @@ layout(set = 0, binding = 10) uniform sampler2D NightLightingImage; layout(set = 0, binding = 11) uniform sampler2D NightLighting2Image; layout(set = 0, binding = 12) uniform sampler2D IntroPass; -layout(set = 0, binding = 13) uniform sampler2D MBZ_PostCRTPassFeedback; -#define PassFeedback MBZ_PostCRTPassFeedback +layout(set = 0, binding = 13) uniform sampler2D PostCRTPassFeedback; +#define PassFeedback PostCRTPassFeedback // Torridgristle - ScanlineSimple pass - Public domain -vec4 HSM_ApplyScanlineMask(vec4 in_color, vec2 screen_scale, vec2 in_coord, vec2 in_curved_coord, float in_scanline_opacity) -{ - // Stuff to try implementing - // Try mame hlsl darkening - // Check Lottes tone mapping - - in_coord = mix(in_coord, in_curved_coord, HSM_FAKE_SCANLINE_CURVATURE); - - /* Scanlines */ - float scanline_roll_offset = float(mod(global.FrameCount, 1280)) / 1280 * HSM_FAKE_SCANLINE_ROLL; - - // float scans = clamp( 0.35+0.18*sin(6.0*time-curved_uv.y*resolution.y*1.5), 0.0, 1.0); - // float s = pow(scans,0.9); - // col = col * vec3(s); - - float scan_axis_pos = USE_VERTICAL_SCANLINES * in_coord.x + (1 - USE_VERTICAL_SCANLINES) * in_coord.y; - scan_axis_pos += scanline_roll_offset; - - vec2 screen_size = global.OutputSize.xy * screen_scale; - float scan_axis_screen_scale_res = USE_VERTICAL_SCANLINES * screen_size.x + (1 - USE_VERTICAL_SCANLINES) * screen_size.y; - - float simulated_scanline_res = HSM_FAKE_SCANLINE_RES_MODE > 0.5 ? HSM_FAKE_SCANLINE_RES : CROPPED_ROTATED_SIZE.y; - - float scanline_size = scan_axis_screen_scale_res / simulated_scanline_res; - - if (HSM_FAKE_SCANLINE_INT_SCALE == 1) - scanline_size = ceil(scanline_size); - - float scan = mod(scan_axis_pos * scan_axis_screen_scale_res, scanline_size) / scanline_size; - - // Alternate, modulating the scanline width depending on brightness - //float scanline_mask = HHLP_EasePowerOut(1 - abs(scan - 0.5) * 2, 0.5 + 2 * smoothstep(0.4, 0.9, (in_color.r + in_color.g + in_color.b) / 3)); - float color_brightness_modulation = HHLP_EasePowerOut(smoothstep(0.4, 0.99, (in_color.r + in_color.g + in_color.b) / 3), 2); - - float scanline_mask = 1 - abs(scan - 0.5) * 2; - scanline_mask = pow(1 - scanline_mask, 1); - - float final_scanline_mask = clamp(1 * scanline_mask, 0, 1); - - color_brightness_modulation = HHLP_EasePowerOut(smoothstep(0.4, HSM_FAKE_SCANLINE_BRIGHTNESS_CUTOFF + 1.5, (in_color.r + in_color.g + in_color.b) / 3), 2); - final_scanline_mask = clamp(mix(1, mix(final_scanline_mask, 1, color_brightness_modulation), in_scanline_opacity), 0, 1); - - vec4 masked_color = in_color; - masked_color *= 1 + 0.5 * in_scanline_opacity; - masked_color = clamp(final_scanline_mask * masked_color, 0, 1); - masked_color.w = in_color.w; - - return clamp(masked_color, 0, 1); -} vec4 HSM_GetTubeHighlight(vec2 tube_curved_coord, bool apply_to_mirror, in sampler2D TubeStaticReflectionImage) { @@ -158,12 +109,13 @@ vec4 HSM_GetTubeHighlight(vec2 tube_curved_coord, bool apply_to_mirror, in sampl return out_color; } -vec4 HSM_GetPostCrtPreppedColor(vec4 in_color_with_gamma, vec2 VIEWPORT_COORD, vec2 screen_curved_coord, in sampler2D source_pass, bool source_is_linear, in sampler2D TubeDiffuseImage, in sampler2D TubeColoredGelImage, in sampler2D TubeStaticReflectionImage, in sampler2D BackgroundImage, in sampler2D BackgroundVertImage, in sampler2D NightLightingImage, in sampler2D NightLighting2Image) +vec4 HSM_GetPostCrtPreppedColor(vec4 in_color_linear, vec2 VIEWPORT_COORD, vec2 screen_curved_coord, in sampler2D source_pass, in sampler2D TubeDiffuseImage, in sampler2D TubeColoredGelImage, in sampler2D TubeStaticReflectionImage, in sampler2D BackgroundImage, in sampler2D BackgroundVertImage, in sampler2D NightLightingImage, in sampler2D NightLighting2Image) { if (HSM_MONOCHROME_MODE > 0.5 && HSM_GetUseOnCurrentScreenIndex(HSM_MONOCHROME_DUALSCREEN_VIS_MODE)) - in_color_with_gamma = HSM_ApplyMonochrome(in_color_with_gamma); + in_color_linear = HSM_ApplyMonochrome(in_color_linear); + + vec4 crt_color = in_color_linear; - vec4 crt_color = HSM_Linearize(in_color_with_gamma, DEFAULT_SRGB_GAMMA); crt_color *= HSM_POST_CRT_BRIGHTNESS; vec2 mirrored_screen_coord = HSM_GetMirrorWrappedCoord(screen_curved_coord); @@ -185,35 +137,17 @@ vec4 HSM_GetPostCrtPreppedColor(vec4 in_color_with_gamma, vec2 VIEWPORT_COORD, v crt_color *= vignette_factor; } - // TODO Try to get rid of vignette lines at the edges outside of the screen - if (HSM_AB_COMPARE_SHOW_MODE == 1 && HSM_GetIsInABCompareArea(VIEWPORT_COORD)) { vec2 ab_screen_coord = HSM_CRT_CURVATURE_SCALE * screen_curved_coord + (1 - HSM_CRT_CURVATURE_SCALE) * SCREEN_COORD; ab_screen_coord = HSM_GetMirrorWrappedCoord(ab_screen_coord); vec4 source_color = HSM_GetCroppedTexSample(source_pass, ab_screen_coord); - if (!source_is_linear) - source_color = HSM_Linearize(source_color, GAMMA_INPUT); - source_color = HSM_Delinearize(source_color, HSM_GAMMA_OUT_CRT); - source_color = HSM_Linearize(source_color, DEFAULT_SRGB_GAMMA); + + source_color = HSM_Linearize(source_color, GAMMA_INPUT); crt_color = source_color; } - - float scan_axis_res = USE_VERTICAL_SCANLINES * CROPPED_ROTATED_SIZE_WITH_RES_MULT.x + (1 - USE_VERTICAL_SCANLINES) * CROPPED_ROTATED_SIZE_WITH_RES_MULT.y; - - if (HSM_FAKE_SCANLINE_OPACITY > 0.001 && (HSM_FAKE_SCANLINE_MODE == 1 || (HSM_FAKE_SCANLINE_MODE == 2 && scan_axis_res > HSM_INTERLACE_TRIGGER_RES))) - { - vec4 scanline_masked_color = HSM_ApplyScanlineMask(crt_color, SCREEN_SCALE, SCREEN_COORD, screen_curved_coord, HSM_FAKE_SCANLINE_OPACITY); - - // Darken the outside image a bit - crt_color = mix(crt_color, crt_color * 0.9, HSM_FAKE_SCANLINE_OPACITY); - - // Show scanlines only in the tube area - float tube_highlight_mask = HSM_GetCornerMask((tube_curved_coord - 0.5) * 0.995 + 0.5 , TUBE_DIFFUSE_ASPECT, HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS, 0.05); - crt_color = mix(crt_color, scanline_masked_color, tube_highlight_mask); - } float bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS; if(HSM_BZL_USE_INDEPENDENT_CURVATURE > 0) @@ -337,10 +271,10 @@ vec4 HSM_GetPostCrtPreppedColor(vec4 in_color_with_gamma, vec2 VIEWPORT_COORD, v gel_image = HSM_GLOBAL_GRAPHICS_BRIGHTNESS * HSM_Linearize(gel_image, DEFAULT_SRGB_GAMMA); if (HSM_TUBE_COLORED_GEL_IMAGE_MULTIPLY_AMOUNT > 0) - out_color = mix(out_color, out_color * gel_image, HSM_TUBE_COLORED_GEL_IMAGE_MULTIPLY_AMOUNT); + out_color.rgb = mix(out_color.rgb, out_color.rgb * gel_image.rgb, HSM_TUBE_COLORED_GEL_IMAGE_MULTIPLY_AMOUNT); if (HSM_TUBE_COLORED_GEL_IMAGE_ADDITIVE_AMOUNT > 0) - out_color = mix(out_color, out_color + gel_image, HSM_TUBE_COLORED_GEL_IMAGE_ADDITIVE_AMOUNT); + out_color.rgb = mix(out_color.rgb, out_color.rgb + gel_image.rgb, HSM_TUBE_COLORED_GEL_IMAGE_ADDITIVE_AMOUNT); if (HSM_TUBE_COLORED_GEL_IMAGE_NORMAL_AMOUNT > 0) { @@ -349,7 +283,7 @@ vec4 HSM_GetPostCrtPreppedColor(vec4 in_color_with_gamma, vec2 VIEWPORT_COORD, v gel_image.rgb *= tube_shadow; if (HSM_TUBE_COLORED_GEL_IMAGE_FAKE_SCANLINE_AMOUNT > 0.001) - gel_image.rgb = HSM_ApplyScanlineMask(gel_image, SCREEN_SCALE, SCREEN_COORD, screen_curved_coord, HSM_TUBE_COLORED_GEL_IMAGE_FAKE_SCANLINE_AMOUNT).rgb; + gel_image.rgb = HSM_ApplyScanlineMask(gel_image, SCREEN_SCALE, SCREEN_COORD, screen_curved_coord, tube_curved_coord, HSM_TUBE_COLORED_GEL_IMAGE_FAKE_SCANLINE_AMOUNT).rgb; gel_image.rgb = HSM_ApplyAmbientImage(gel_image.rgb, ambient_lighting_image.rgb, HSM_TUBE_COLORED_GEL_IMAGE_AMBIENT_LIGHTING); gel_image.rgb = HSM_ApplyAmbientImage(gel_image.rgb, ambient2_lighting_image.rgb, HSM_TUBE_COLORED_GEL_IMAGE_AMBIENT2_LIGHTING); @@ -393,11 +327,6 @@ vec4 HSM_GetPostCrtPreppedColor(vec4 in_color_with_gamma, vec2 VIEWPORT_COORD, v out_color.rgb += tube_highlight_image * HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY; } - - // #ifndef IS_NO_REFLECT_PRESET - // Apply the final Gamma - out_color = HSM_Delinearize(out_color, DEFAULT_SRGB_GAMMA); - // #endif return out_color; } @@ -452,5 +381,5 @@ void main() FragColor = texture(Source, UNFLIPPED_VIEWPORT_COORD); - FragColor = HSM_GetPostCrtPreppedColor(FragColor, vTexCoord, screen_curved_coord, IntroPass, false, TubeDiffuseImage, TubeColoredGelImage, TubeStaticReflectionImage, BackgroundImage, BackgroundVertImage, NightLightingImage, NightLighting2Image); + FragColor = HSM_GetPostCrtPreppedColor(FragColor, vTexCoord, screen_curved_coord, IntroPass, TubeDiffuseImage, TubeColoredGelImage, TubeStaticReflectionImage, BackgroundImage, BackgroundVertImage, NightLightingImage, NightLighting2Image); } diff --git a/bezel/Mega_Bezel/shaders/base/reflection-glass-hdr.slang b/bezel/Mega_Bezel/shaders/base/reflection-glass-hdr.slang new file mode 100644 index 0000000..fd0175f --- /dev/null +++ b/bezel/Mega_Bezel/shaders/base/reflection-glass-hdr.slang @@ -0,0 +1,7 @@ +#version 450 + +#define IS_HDR_PRESET + +#include "common/globals-and-glass-params.inc" +#include "common/common-functions.inc" +#include "reflection.inc" \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/base/reflection.inc b/bezel/Mega_Bezel/shaders/base/reflection.inc index 1314dd1..0306527 100644 --- a/bezel/Mega_Bezel/shaders/base/reflection.inc +++ b/bezel/Mega_Bezel/shaders/base/reflection.inc @@ -22,6 +22,9 @@ along with this program. If not, see . */ +// Float format so we can avoid banding +#pragma format R16G16B16A16_SFLOAT + /////////////// IMPORTS /////////////// #include "common/common-functions-bezel.inc" @@ -51,7 +54,6 @@ layout(location = 1) in vec2 TexCoord; layout(location = 6) out vec2 vTexCoord; layout(location = 7) out vec2 UNFLIPPED_VIEWPORT_COORD; -layout(location = 8) out vec3 BEZEL_FRAME_ORIGINAL_COLOR_RGB; ////////////////////////////////////////////////////////////////////////////////////////////////// void main() @@ -62,8 +64,6 @@ void main() UNFLIPPED_VIEWPORT_COORD = vTexCoord * 1.0001; vTexCoord * 1.0001; - // Not sure why we need linearize this but it seems to have a smoother range this way - BEZEL_FRAME_ORIGINAL_COLOR_RGB = HSM_Linearize(vec4(HSM_HSVtoRGB(vec3(HSM_BZL_COLOR_HUE, HSM_BZL_COLOR_SATURATION, HSM_BZL_COLOR_VALUE)), 1), DEFAULT_SRGB_GAMMA).rgb; } ////////////////////////////////////////////////////////////////////////////////////////////////// @@ -71,28 +71,23 @@ void main() layout(location = 6) in vec2 vTexCoord; layout(location = 7) in vec2 UNFLIPPED_VIEWPORT_COORD; -layout(location = 8) in vec3 BEZEL_FRAME_ORIGINAL_COLOR_RGB; layout(location = 0) out vec4 FragColor; // Pass Framebuffer Textures layout(set = 0, binding = 1) uniform sampler2D InfoCachePass; -layout(set = 0, binding = 3) uniform sampler2D NightLightingImage; -layout(set = 0, binding = 4) uniform sampler2D NightLighting2Image; -layout(set = 0, binding = 5) uniform sampler2D BackgroundImage; -layout(set = 0, binding = 6) uniform sampler2D ReflectionMaskImage; +layout(set = 0, binding = 2) uniform sampler2D BackgroundImage; +layout(set = 0, binding = 3) uniform sampler2D ReflectionMaskImage; -layout(set = 0, binding = 7) uniform sampler2D TubeStaticReflectionImage; -layout(set = 0, binding = 8) uniform sampler2D TubeColoredGelImage; +layout(set = 0, binding = 4) uniform sampler2D BR_MirrorLowResPass; +layout(set = 0, binding = 5) uniform sampler2D PostCRTPass; +layout(set = 0, binding = 6) uniform sampler2D BR_MirrorBlurredPass; +layout(set = 0, binding = 7) uniform sampler2D BR_MirrorReflectionDiffusedPass; +layout(set = 0, binding = 8) uniform sampler2D BR_MirrorFullscreenGlowPass; -layout(set = 0, binding = 9) uniform sampler2D MBZ_PostCRTPass; -layout(set = 0, binding = 10) uniform sampler2D BR_MirrorBlurredPass; -layout(set = 0, binding = 11) uniform sampler2D BR_MirrorReflectionDiffusedPass; -layout(set = 0, binding = 12) uniform sampler2D BR_MirrorFullscreenGlowPass; - -layout(set = 0, binding = 13) uniform sampler2D BR_CRTAndReflectionPassFeedback; -#define PassFeedback BR_CRTAndReflectionPassFeedback +layout(set = 0, binding = 9) uniform sampler2D ReflectionPassFeedback; +#define PassFeedback ReflectionPassFeedback ////////////////////////////////////////////////////////////////////////////////////////////////// void main() @@ -133,8 +128,7 @@ void main() // CRT Pass //---------------------------------------------------- // Get the CRT pass and make it in linear space & mask the area outside the screen - vec4 crt_linear = HSM_Linearize(texture(MBZ_PostCRTPass, UNFLIPPED_VIEWPORT_COORD.xy), DEFAULT_CRT_GAMMA); - crt_linear = HSM_ApplyGamma(crt_linear, DEFAULT_CRT_GAMMA / DEFAULT_SRGB_GAMMA); + vec4 crt_linear = texture(PostCRTPass, UNFLIPPED_VIEWPORT_COORD.xy); vec4 blurred_reflection_color = HHLP_GetBilinearTextureSample(BR_MirrorBlurredPass, UNFLIPPED_VIEWPORT_COORD.xy, params.BR_MirrorBlurredPassSize); @@ -408,8 +402,6 @@ void main() // reflection_image_scale = DEVICE_SCALE; // } - // float reflection_image = HSM_GetMipmappedTexSample(TubeColoredGelImage, mirrored_tube_coord, TUBE_SCALE, 0); - // reflection_color *= HSM_REFLECT_MASK_IMG_AMOUNT * texture(ReflectionMaskImage, reflection_image_coord).r + (1 - HSM_REFLECT_MASK_IMG_AMOUNT); // } } @@ -427,7 +419,20 @@ void main() vec4 frag_color_linear = crt_linear; frag_color_linear = HSM_BlendModeLayerMix(frag_color_linear, bg_image, HSM_BG_BLEND_MODE, HSM_BG_OPACITY); frag_color_linear += reflection_color; - FragColor = HSM_ApplyGamma(clamp(frag_color_linear, 0, 1), DEFAULT_SRGB_GAMMA); + + + FragColor = frag_color_linear; + +// Apply output gamma if this not an HDR preset because it is the last pass +#ifndef IS_HDR_PRESET + FragColor = HSM_Delinearize(frag_color_linear, DEFAULT_SRGB_GAMMA); +#endif + +// #ifdef IS_HDR_PRESET +// vec3 output_colour = vec3(0); +// LinearToOutputColor(FragColor.rgb, output_colour); +// FragColor = vec4(output_colour, 1.0f); +// #endif return; #endif @@ -436,5 +441,4 @@ FragColor = crt_linear; FragColor.rgb += reflection_color.rgb; FragColor *= 1 - OUTSIDE_BEZEL_MASK; return; - } \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/base/text.inc b/bezel/Mega_Bezel/shaders/base/text.inc index c2100d1..0a8b5d8 100644 --- a/bezel/Mega_Bezel/shaders/base/text.inc +++ b/bezel/Mega_Bezel/shaders/base/text.inc @@ -358,7 +358,7 @@ float print_number(float number,vec2 pos, vec2 uv) vec2 dec_pos = pos; float result = 0.0; - for(int i = 3;i >= -2;i--) + for(int i = 3; i >= -2; i--) { float clip = float(abs(number) > pow(10.0, float(i)) || i == 0); //Clip off leading zeros. @@ -382,7 +382,7 @@ float print_integer(float number, int zeros, vec2 uv) { float result = 0.0; - for(int i = MAX_INT_DIGITS;i >= 0;i--) + for(int i = MAX_INT_DIGITS; i >= 0; i--) { float digit = mod( number / pow(10.0, float(i)) , 10.0); @@ -446,8 +446,8 @@ float DrawResolutions(vec2 uv, vec2 viewport_size, vec2 screen_size, vec2 dereze _I _n _t _spc _S _c _l _spc _V _e _r _t _spc _dsh _dsh _spc - if (fract(int_mult.y) < 0.01 || fract(int_mult.y) > 0.99) - TEXT_MASK += print_number(int_mult.y, print_pos, uv); + if (fract(int_mult.y) < 0.01) + TEXT_MASK += print_integer(int_mult.y, 0, uv); else TEXT_MASK += print_number(int_mult.y, print_pos, uv); @@ -457,8 +457,8 @@ float DrawResolutions(vec2 uv, vec2 viewport_size, vec2 screen_size, vec2 dereze _I _n _t _spc _S _c _l _spc _H _o _r _z _spc _dsh _dsh _spc - if (fract(int_mult.x) < 0.01 || fract(int_mult.x) > 0.99) - TEXT_MASK += print_number(int_mult.x, print_pos, uv); + if (fract(int_mult.x) < 0.01) + TEXT_MASK += print_integer(int_mult.x, 0, uv); else TEXT_MASK += print_number(int_mult.x, print_pos, uv); @@ -557,10 +557,11 @@ float DrawResolutions(vec2 uv, vec2 viewport_size, vec2 screen_size, vec2 dereze print_pos.x = margin; print_pos.y += STRHEIGHT(1); + // Text Version V1.7.0_2022-12-21 // Version - _1 _per _5 _per _0 _spc + _1 _per _7 _per _0 _spc // Date - _2 _0 _2 _2 _dsh _1 _0 _dsh _1 _1 + _2 _0 _2 _2 _dsh _1 _2 _dsh _2 _1 // Line 01 Title ---------------------------------------------------------- print_pos.x = margin; @@ -571,20 +572,12 @@ float DrawResolutions(vec2 uv, vec2 viewport_size, vec2 screen_size, vec2 dereze return TEXT_MASK; } -vec2 GetScreenSize(vec2 screen_scale) -{ - vec2 screen_size = global.FinalViewportSize.xy * screen_scale; - // Round this so we get proper integers - screen_size = vec2(ceil(screen_size.x), ceil(screen_size.y)); - return screen_size; -} - vec2 GetIntegerScaleMult(vec2 screen_size, vec2 cropped_size) { - float epsilon = 0.002; + float epsilon = 0.01; vec2 integer_scale = screen_size / cropped_size; - integer_scale = vec2(fract(integer_scale.x + 0.001) < epsilon ? round(integer_scale.x) : integer_scale.x, - fract(integer_scale.y + 0.001) < epsilon ? round(integer_scale.y) : integer_scale.y); + integer_scale = vec2(abs(integer_scale.x - round(integer_scale.x)) < epsilon ? round(integer_scale.x) : integer_scale.x, + abs(integer_scale.y - round(integer_scale.y)) < epsilon ? round(integer_scale.y) : integer_scale.y); return integer_scale; } @@ -593,8 +586,7 @@ float GetText(vec2 in_coord) in_coord.x = HSM_FLIP_VIEWPORT_HORIZONTAL * HSM_FLIP_CORE_HORIZONTAL * (in_coord.x - 0.5) + 0.5; in_coord.y = HSM_FLIP_VIEWPORT_VERTICAL * HSM_FLIP_CORE_VERTICAL * (in_coord.y - 0.5) + 0.5; - vec2 screen_size = GetScreenSize(SCREEN_SCALE); - vec2 int_mult = GetIntegerScaleMult(screen_size, CROPPED_ROTATED_SIZE); + vec2 int_mult = GetIntegerScaleMult(SCREEN_SIZE, CROPPED_ROTATED_SIZE); vec2 canvas_size = global.DerezedPassSize.xy; in_coord = (in_coord - 0.5) * vec2(1, -1) + 0.5; @@ -605,7 +597,7 @@ float GetText(vec2 in_coord) vec2 uv = global.OutputSize.xy * in_coord; vec2 downscaled_uv = floor(global.OutputSize.xy * in_coord / downscale); - float pixel = DrawResolutions(downscaled_uv, global.FinalViewportSize.xy, screen_size, ROTATED_DEREZED_SIZE, ROTATED_CORE_PREPPED_SIZE, CROPPED_ROTATED_SIZE, CROPPED_ROTATED_SIZE_WITH_RES_MULT, int_mult); + float pixel = DrawResolutions(downscaled_uv, global.FinalViewportSize.xy, SCREEN_SIZE, ROTATED_DEREZED_SIZE, ROTATED_CORE_PREPPED_SIZE, CROPPED_ROTATED_SIZE, CROPPED_ROTATED_SIZE_WITH_RES_MULT, int_mult); vec3 col = vec3(1); pixel *= (1 - distance(mod(uv, vec2(1.0)), vec2(0.65))) * 1.2; diff --git a/bezel/Mega_Bezel/shaders/dedither/dedither-gamma-prep-1-before.slang b/bezel/Mega_Bezel/shaders/dedither/dedither-gamma-prep-1-before.slang index f9460bc..faeafe2 100644 --- a/bezel/Mega_Bezel/shaders/dedither/dedither-gamma-prep-1-before.slang +++ b/bezel/Mega_Bezel/shaders/dedither/dedither-gamma-prep-1-before.slang @@ -41,6 +41,7 @@ layout(std140, set = 0, binding = 0) uniform UBO mat4 MVP; } global; +#pragma parameter HSM_DEDITHERING_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT & HYLLIAN DE-DITHERING --- ]:" 0 0 0.01 0.01 #pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 diff --git a/bezel/Mega_Bezel/shaders/dedither/dedither-gamma-prep-2-after.slang b/bezel/Mega_Bezel/shaders/dedither/dedither-gamma-prep-2-after.slang index f47ee7f..3b98020 100644 --- a/bezel/Mega_Bezel/shaders/dedither/dedither-gamma-prep-2-after.slang +++ b/bezel/Mega_Bezel/shaders/dedither/dedither-gamma-prep-2-after.slang @@ -41,6 +41,7 @@ layout(std140, set = 0, binding = 0) uniform UBO mat4 MVP; } global; +#pragma parameter HSM_DEDITHERING_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT & HYLLIAN DE-DITHERING --- ]:" 0 0 0.01 0.01 #pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 diff --git a/bezel/Mega_Bezel/shaders/dogway/hsm-grade.slang b/bezel/Mega_Bezel/shaders/dogway/hsm-grade.slang index 615b211..2ca43f4 100644 --- a/bezel/Mega_Bezel/shaders/dogway/hsm-grade.slang +++ b/bezel/Mega_Bezel/shaders/dogway/hsm-grade.slang @@ -99,13 +99,18 @@ layout(push_constant) uniform Push */ +#pragma parameter DG_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter DG_TITLE "[ --- COLOR CORRECTION - GRADE --- ]:" 0 0 0 1 #pragma parameter g_grade_on " Grade ON" 1 0 1 1 + +#pragma parameter DGGAMMA_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter DG_SIGNAL_GAMMA_TITLE "[ GAMMA ]:" 0 0 0 1 -#pragma parameter g_gamma_in " Game Embedded Gamma" 2.222 1.80 3.0 0.05 +#pragma parameter g_gamma_in " Game Embedded Gamma" 2.25 1.80 3.0 0.05 +// 2.45 gamma_out is chosen to avoid black splotching in the glass preset #pragma parameter g_gamma_out " CRT Electron Gun Gamma" 2.50 1.80 3.0 0.05 +#pragma parameter DG_COLOR_SPACE_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter DG_SIGNAL_COLOR_SPACE_TITLE "[ SIGNAL & COLOR SPACE ]:" 0 0 0 1 #pragma parameter g_signal_type " Signal Type (0:RGB 1:Composite)" 1.0 0.0 1.0 1.0 // Phosphor was changed from 2 to 1 to look similar to the input by default @@ -114,53 +119,62 @@ layout(push_constant) uniform Push #pragma parameter g_hue_degrees " Hue (Composite Only)" 0.0 -360.0 360.0 1.0 +#pragma parameter DG_COLOR_SIGNAL_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter DG_SIGNAL_PROCESS_TITLE "[ COLOR SIGNAL PROCESS ]:" 0 0 0 1 #pragma parameter g_I_SHIFT " I/U Shift" 0.0 -0.2 0.2 0.01 #pragma parameter g_Q_SHIFT " Q/V Shift" 0.0 -0.2 0.2 0.01 #pragma parameter g_I_MUL " I/U Multiplier" 1.0 0.0 2.0 0.01 #pragma parameter g_Q_MUL " Q/V Multiplier" 1.0 0.0 2.0 0.01 +#pragma parameter DG_BRIGHTNESS_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter DG_BRIGHTNESS_TITLE "[ BRIGHTNESS & CONTRAST ]:" 0 0 0 1 #pragma parameter g_lum_fix " Sega Luma Fix" 0.0 0.0 1.0 1.0 #pragma parameter g_lum " Brightness" 0.0 -0.5 1.0 0.01 #pragma parameter g_cntrst " Contrast" 0.0 -1.0 1.0 0.05 #pragma parameter g_mid " Contrast Pivot" 0.5 0.0 1.0 0.01 -#pragma parameter g_lift " Black Level (Adds Scanlines Over Black)" 0.0 -0.5 0.5 0.05 +#pragma parameter g_lift " Black Level (Adds Scanlines Over Black)" 0.0 -0.5 0.5 0.01 // #pragma parameter DG_VIGNETTE_TITLE "[ VIGNETTE ]:" 0 0 0 1 // #pragma parameter g_vignette " Use Vignette" 0.0 0.0 1.0 1.0 // #pragma parameter g_vstr " Amount (Strength)" 40.0 0.0 98.0 2.0 // #pragma parameter g_vpower " Corner Amount (Power)" 26 0.0 200 2 +#pragma parameter DG_COLOR_TEMP_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter DG_COLOR_TEMP_TITLE "[ COLOR TEMP & HUE ]:" 0 0 0 1 // Color temp changed to 7000 (Used to be 6500) because this seems to be better for the default crt phosphor gamut of NTSC-J #pragma parameter wp_temperature " White Point" 6500.0 5000.0 12000.0 100.0 #pragma parameter g_sat " Saturation" 0.0 -1.0 2.0 0.01 #pragma parameter g_vibr " Dullness/Vibrance" 0.0 -1.0 1.0 0.05 +#pragma parameter DG_HVS_LINE " " 0 0 0.001 0.001 #pragma parameter DG_HUE_VS_SAT_TITLE "[ HUE VS SATURATION ]:" 0 0 0 1 #pragma parameter g_satr " Hue vs Sat Red" 0.0 -1.0 1.0 0.01 #pragma parameter g_satg " Hue vs Sat Green" 0.0 -1.0 1.0 0.01 #pragma parameter g_satb " Hue vs Sat Blue" 0.0 -1.0 1.0 0.01 +#pragma parameter DG_BLACKTINT_LINE " " 0 0 0.001 0.001 #pragma parameter DG_BLACKTINT_TITLE "[ BLACK TINT ]:" 0 0 0 1 #pragma parameter blr " Black-Red Tint" 0.0 0.0 1.0 0.01 #pragma parameter blg " Black-Green Tint" 0.0 0.0 1.0 0.01 #pragma parameter blb " Black-Blue Tint" 0.0 0.0 1.0 0.01 +#pragma parameter DG_WHITETINT_LINE " " 0 0 0.001 0.001 #pragma parameter DG_WHITETINT_TITLE "[ WHITE TINT ]:" 0 0 0 1 #pragma parameter wlr " White-Red Tint" 1.0 0.0 2.0 0.01 #pragma parameter wlg " White-Green Tint" 1.0 0.0 2.0 0.01 #pragma parameter wlb " White-Blue Tint" 1.0 0.0 2.0 0.01 +#pragma parameter DG_REDTINT_LINE " " 0 0 0.001 0.001 #pragma parameter DG_REDTINT_TITLE "[ RED TINT ]:" 0 0 0 1 #pragma parameter rg " Red-Green Tint" 0.0 -1.0 1.0 0.005 #pragma parameter rb " Red-Blue Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter DG_GREENTINT_LINE " " 0 0 0.001 0.001 #pragma parameter DG_GREENTINT_TITLE "[ GREEN TINT ]:" 0 0 0 1 #pragma parameter gr " Green-Red Tint" 0.0 -1.0 1.0 0.005 #pragma parameter gb " Green-Blue Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter DG_BLUETINT_LINE " " 0 0 0.001 0.001 #pragma parameter DG_BLUETINT_TITLE "[ BLUE TINT ]:" 0 0 0 1 #pragma parameter br " Blue-Red Tint" 0.0 -1.0 1.0 0.005 #pragma parameter bg " Blue-Green Tint" 0.0 -1.0 1.0 0.005 @@ -875,22 +889,21 @@ vec3 vcolor = adj; // Vignetting & Black Level -/* HSM Removed vec2 vpos = vTexCoord*(global.OriginalSize.xy/global.SourceSize.xy); -*/ // HSM Added vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord); HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); - vec2 derezed_size = HSM_GetNegativeCropAddedSize(); - vec2 cur_pixel_pos = vTexCoord * derezed_size; - vec2 cropped_size = HSM_ROTATE_CORE_IMAGE > 0.5 ? vec2(CROPPED_ROTATED_SIZE.y, CROPPED_ROTATED_SIZE.x) : CROPPED_ROTATED_SIZE; - vec2 raw_size = HSM_ROTATE_CORE_IMAGE > 0.5 ? vec2(ROTATED_CORE_PREPPED_SIZE.y, ROTATED_CORE_PREPPED_SIZE.x) : ROTATED_CORE_PREPPED_SIZE; - vec2 sample_start_area = HSM_ROTATE_CORE_IMAGE > 0.5 ? vec2(SAMPLE_AREA_START_PIXEL_COORD.y, SAMPLE_AREA_START_PIXEL_COORD.x) : SAMPLE_AREA_START_PIXEL_COORD; - vec2 pos_in_cropped_coords = (cur_pixel_pos - sample_start_area) / cropped_size; - pos_in_cropped_coords = (pos_in_cropped_coords - 0.5) * (1 - 2 * MAX_NEGATIVE_CROP) + 0.5; - vec2 vpos = pos_in_cropped_coords; + // vec2 derezed_size = HSM_GetNegativeCropAddedSize(); + // vec2 cur_pixel_pos = vTexCoord * derezed_size; + // vec2 cropped_size = HSM_ROTATE_CORE_IMAGE > 0.5 ? vec2(CROPPED_ROTATED_SIZE.y, CROPPED_ROTATED_SIZE.x) : CROPPED_ROTATED_SIZE; + // vec2 raw_size = HSM_ROTATE_CORE_IMAGE > 0.5 ? vec2(ROTATED_CORE_PREPPED_SIZE.y, ROTATED_CORE_PREPPED_SIZE.x) : ROTATED_CORE_PREPPED_SIZE; + // vec2 sample_start_area = HSM_ROTATE_CORE_IMAGE > 0.5 ? vec2(SAMPLE_AREA_START_PIXEL_COORD.y, SAMPLE_AREA_START_PIXEL_COORD.x) : SAMPLE_AREA_START_PIXEL_COORD; + // vec2 pos_in_cropped_coords = (cur_pixel_pos - sample_start_area) / cropped_size; + // pos_in_cropped_coords = (pos_in_cropped_coords - 0.5) * (1 - 2 * MAX_NEGATIVE_CROP) + 0.5; + + // vec2 vpos = pos_in_cropped_coords; // if (vignette > 0.5) // { diff --git a/bezel/Mega_Bezel/shaders/easymode/hsm-crt-easymode-halation.inc b/bezel/Mega_Bezel/shaders/easymode/hsm-crt-easymode-halation.inc index 11248f4..01cee43 100644 --- a/bezel/Mega_Bezel/shaders/easymode/hsm-crt-easymode-halation.inc +++ b/bezel/Mega_Bezel/shaders/easymode/hsm-crt-easymode-halation.inc @@ -32,6 +32,7 @@ layout(push_constant) uniform Push // HSM Removed // #pragma parameter GAMMA_OUTPUT " Gamma Output" 2.2 0.1 5.0 0.01 +#pragma parameter ESM_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter ESM_EASYMODE_TITLE "[ --- EASYMODE--- ]:" 0 0 0 1 #pragma parameter ESM_SCANLINE_TITLE "[ SCANLINE ]:" 0 0 0 1 // #pragma parameter ESM_INTERLACING_TOGGLE "[EASYMODE SCANLINE] Interlace ON" 0 0.0 1.0 1.0 @@ -40,16 +41,19 @@ layout(push_constant) uniform Push #pragma parameter ESM_SCANLINE_BEAM_MIN " Beam Min." 1.0 0.25 5.0 0.05 #pragma parameter ESM_SCANLINE_BEAM_MAX " Beam Max." 1.0 0.25 5.0 0.05 +#pragma parameter ESM_SHARPNESS_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter ESM_SHARPNESS_TITLE "[ SHARPNESS ]:" 0 0 0 1 #pragma parameter ESM_SHARPNESS_H " Horizontal" 0.6 0.0 1.0 0.05 #pragma parameter ESM_SHARPNESS_V " Vertical" 1.0 0.0 1.0 0.05 +#pragma parameter ESM_MASK_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter ESM_MASK_TITLE "[ MASK ]:" 0 0 0 1 #pragma parameter ESM_MASK_TYPE " Type" 4.0 0.0 7.0 1.0 #pragma parameter ESM_MASK_SIZE " Size - 0:Auto, 1:2K, 2:4K" 0 0 100 1 #pragma parameter ESM_MASK_STRENGTH_MIN " Strength Min." 0.2 0.0 0.5 0.01 #pragma parameter ESM_MASK_STRENGTH_MAX " Strength Max." 0.2 0.0 0.5 0.01 +#pragma parameter ESM_GLOW_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter ESM_GLOW_TITLE "[ GLOW ]:" 0 0 0 1 #pragma parameter ESM_HALATION " Halation" 0.03 0.0 1.0 0.01 #pragma parameter ESM_DIFFUSION " Diffusion" 0.0 0.0 1.0 0.01 @@ -365,7 +369,6 @@ void main() FragColor = vec4(col, 1); - // HSM add output gamma - FragColor = HSM_Delinearize(FragColor, HSM_GAMMA_OUT_CRT); - // End Addition + // Apply gamma offset mimicking the difference in incoming siglnal and CRT image output + FragColor = pow(FragColor, vec4(1 / (HSM_GAMMA_OUT_CRT / DEFAULT_SRGB_GAMMA))); } diff --git a/bezel/Mega_Bezel/shaders/gtu/config.h b/bezel/Mega_Bezel/shaders/gtu/config.h index 99925e4..818a448 100644 --- a/bezel/Mega_Bezel/shaders/gtu/config.h +++ b/bezel/Mega_Bezel/shaders/gtu/config.h @@ -1,3 +1,4 @@ +#pragma parameter GTU_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter GTU_TITLE "[ --- TV PROCESS GTU --- ]:" 0 0 0.01 0.01 #pragma parameter GTU_ON " GTU ON" 0 0 1 1 #pragma parameter compositeConnection " Composite Connection Enable" 0.0 0.0 1.0 1.0 diff --git a/bezel/Mega_Bezel/shaders/guest/extras/hsm-sharpsmoother.slang b/bezel/Mega_Bezel/shaders/guest/extras/hsm-sharpsmoother.slang index 053fc94..9ab0ad2 100644 --- a/bezel/Mega_Bezel/shaders/guest/extras/hsm-sharpsmoother.slang +++ b/bezel/Mega_Bezel/shaders/guest/extras/hsm-sharpsmoother.slang @@ -43,6 +43,7 @@ layout(push_constant) uniform Push // mtric = "0.7" // New default values tuned by Hyllian +#pragma parameter HSM_SHARPSMOOTHER_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter SHARPSMOOTHER_TITLE "[ --- SHARPSMOOTHER by Guest.r --- ] " 0 0 0.0.001 0.001 #pragma parameter SHARPSMOOTHER_ON " SharpSmoother ON" 0 0 1 1 #define SHARPSMOOTHER_ON params.SHARPSMOOTHER_ON diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-afterglow0.slang b/bezel/Mega_Bezel/shaders/guest/hsm-afterglow0.slang index 1659ba3..868920e 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm-afterglow0.slang +++ b/bezel/Mega_Bezel/shaders/guest/hsm-afterglow0.slang @@ -3,7 +3,7 @@ /* Phosphor Afterglow Shader pass 0 - Copyright (C) 2020 guest(r) - guest.r@gmail.com + Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License @@ -30,8 +30,10 @@ layout(push_constant) uniform Push float PR, PG, PB; } params; +#pragma parameter GDV_XX_LINE " " 0 0 0.001 0.001 #pragma parameter GDV_GDV_ADV_TITLE "[ --- GUEST ADVANCED --- ]:" 0.0 0.0 1.0 1.0 +#pragma parameter GDV_AFTERGLOW_LINE " " 0 0 0.001 0.001 #pragma parameter bogus_afterglow "[ AFTERGLOW ]:" 0.0 0.0 1.0 1.0 #pragma parameter GDV_AFTERGLOW_THRESHOLD " Threshold ( Afterglow Appears Under Threshold )" 0.5 0.0 100 0.5 #pragma parameter PR " Persistence Red -- PR" 0.32 0.0 0.50 0.01 diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-bloom_horizontal.slang b/bezel/Mega_Bezel/shaders/guest/hsm-bloom_horizontal.slang index 6733d83..3d213a1 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm-bloom_horizontal.slang +++ b/bezel/Mega_Bezel/shaders/guest/hsm-bloom_horizontal.slang @@ -3,7 +3,7 @@ /* Gaussian blur - horizontal pass, dynamic range, resizable - Copyright (C) 2020 guest(r) - guest.r@gmail.com + Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License @@ -29,8 +29,10 @@ layout(push_constant) uniform Push uint FrameCount; float SIZEHB; float SIGMA_HB; + float BLOOMCUT_H; } params; +#pragma parameter GDV_BLOOM_LINE " " 0 0 0.001 0.001 #pragma parameter bogus_bloom "[ BLOOM & HALATION ]:" 0.0 0.0 1.0 1.0 #pragma parameter bloom " Bloom Strength -- bloom" 0.0 -2.0 2.0 0.05 @@ -48,6 +50,8 @@ layout(push_constant) uniform Push #pragma parameter SIGMA_HB " Horizontal Sigma ( Spread ) -- SIGMA_HB" 0.75 0.25 15.0 0.05 #define SIGMA_HB params.SIGMA_HB +#pragma parameter BLOOMCUT_H " Horizontal Bloom/Halation/(Glow) Subtract" 0.0 0.0 0.5 0.01 +#define BLOOMCUT_H params.BLOOMCUT_H layout(std140, set = 0, binding = 0) uniform UBO { @@ -96,7 +100,7 @@ void main() do { pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx); - w = gaussian(n+f); + w = max(gaussian(n+f) - BLOOMCUT_H, 0.0); pixel.a = max(max(pixel.r, pixel.g),pixel.b); pixel.a*=pixel.a*pixel.a; color = color + w * pixel; diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-bloom_vertical.slang b/bezel/Mega_Bezel/shaders/guest/hsm-bloom_vertical.slang index 8f7fc8c..fc51578 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm-bloom_vertical.slang +++ b/bezel/Mega_Bezel/shaders/guest/hsm-bloom_vertical.slang @@ -3,7 +3,7 @@ /* Gaussian blur - vertical pass, dynamic range, resizable - Copyright (C) 2020 guest(r) - guest.r@gmail.com + Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License @@ -29,6 +29,7 @@ layout(push_constant) uniform Push uint FrameCount; float SIZEVB; float SIGMA_VB; + float BLOOMCUT_V; } params; @@ -38,6 +39,9 @@ layout(push_constant) uniform Push #pragma parameter SIGMA_VB " Vertical Sigma ( Spread ) -- SIGMA_VB" 0.60 0.25 15.0 0.05 #define SIGMA_VB params.SIGMA_VB +#pragma parameter BLOOMCUT_V " Vertical Bloom/Halation/(Glow) Substract" 0.0 0.0 0.5 0.01 +#define BLOOMCUT_V params.BLOOMCUT_V + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -87,7 +91,7 @@ void main() do { pixel = COMPAT_TEXTURE(Source, tex + n*dy); - w = gaussian(n+f); + w = max(gaussian(n+f) - BLOOMCUT_V, 0.0); pixel.a*=pixel.a*pixel.a; color = color + w * pixel; wsum = wsum + w; diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-crt-dariusg-gdv-mini.inc b/bezel/Mega_Bezel/shaders/guest/hsm-crt-dariusg-gdv-mini.inc index 7fffa0a..86bbaf1 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm-crt-dariusg-gdv-mini.inc +++ b/bezel/Mega_Bezel/shaders/guest/hsm-crt-dariusg-gdv-mini.inc @@ -42,6 +42,7 @@ layout(push_constant) uniform Push } params; // Parameter lines go here: +#pragma parameter GDVMINI_X_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter gdv_mini_title "[ GDV MINI - DariusG ]:" 0.0 0.0 1.0 1.0 #pragma parameter brightboost " Bright boost -- brightboost" 1.1 0.5 2.0 0.05 @@ -315,13 +316,11 @@ void main() color = min(color, 1.0); color = color * Mask(vTexCoord * global.OutputSize.xy, color); - // TODO Add adjust to take into acount Gamma IN - color = pow(color, vec3(1.0 / (DEFAULT_SRGB_GAMMA * GAMMA_INPUT / HSM_GAMMA_OUT_CRT))); - // color = pow(color, vec3(1.0/(DEFAULT_SRGB_GAMMA * GAMMA_INPUT / (0.9 * HSM_GAMMA_OUT_CRT)))); - + // Apply difference between GAMMA_INPUT and HSM_GAMMA_OUT_CRT + color = pow(color, vec3(GAMMA_INPUT / HSM_GAMMA_OUT_CRT) + 0.05); + float l = length(color); color = normalize(pow(color, vec3(saturation,saturation,saturation)))*l; - color = pow(color, vec3(DEFAULT_SRGB_GAMMA / HSM_GAMMA_OUT_CRT)); - + FragColor = vec4(color, 1.0); } diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.inc b/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.inc index 4c35501..cb91eef 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.inc +++ b/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.inc @@ -32,16 +32,14 @@ layout(push_constant) uniform Push float HSHARPNESS; float S_SHARP; float HARNG; - float HSHARP; - float prescalex; - float prescaley; + float HSHARP; float spike; float internal_res; } params; #pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 -#pragma parameter HSHARPNESS " Horizontal Filter Range -- HSHARPNESS" 1.5 1.0 8.0 0.125 +#pragma parameter HSHARPNESS " Horizontal Filter Range -- HSHARPNESS" 1.5 1.0 8.0 0.05 #define HSHARPNESS params.HSHARPNESS #pragma parameter SIGMA_HOR " Horizontal Blur Sigma -- SIGMA_HOR" 0.90 0.1 7.0 0.05 @@ -59,9 +57,6 @@ layout(push_constant) uniform Push #pragma parameter spike " Scanline Spike Removal -- spike" 1.0 0.0 2.0 0.10 #define spike params.spike -#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader) -- prescalex" 1.0 1.0 4.0 1.0 // Joint parameter with main pass, values must match -#define prescalex params.prescalex // prescale-x factor - #define COMPAT_TEXTURE(c,d) texture(c,d) #define TEX0 vTexCoord @@ -116,10 +111,14 @@ void main() #endif /* HSM Removed - vec4 SourceSize = params.OriginalSize * vec4(2.0*prescalex, 1.0, 0.5/prescalex, 1.0); + vec2 prescalex = vec2(textureSize(LinearizePass, 0)) / params.OriginalSize.xy; + + vec4 SourceSize = params.OriginalSize * vec4(2.0*prescalex.x, prescalex.y, 0.5/prescalex.x, 1.0/prescalex.y); */ - // HSM Added - vec4 SourceSize = vec4(CROPPED_ROTATED_SIZE_WITH_RES_MULT, 1 / CROPPED_ROTATED_SIZE_WITH_RES_MULT) * vec4(2.0*prescalex, 1.0, 0.5/prescalex, 1.0); + + vec2 prescalex = global.NegativeCropAddedPassSize.xy / params.OriginalSize.xy; + + vec4 SourceSize = global.NegativeCropAddedPassSize * vec4(2.0*prescalex.x, prescalex.y, 0.5/prescalex.x, 1.0/prescalex.y); float f = fract(SourceSize.x * vTexCoord.x); f = 0.5 - f; @@ -159,7 +158,7 @@ void main() w = gaussian(n+f) - sharp; fpx = abs(n+f-sign(n)*FPR)/FPR; if (abs(n) <= CLAMPSIZE) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); } - if (w < 0.0) w = clamp(w, mix(-maxsharp, 0.0, pow(fpx, HSHARP)), 0.0); + if (w < 0.0) w = clamp(w, mix(-maxsharp, 0.0, pow(clamp(fpx,0.0,1.0), HSHARP)), 0.0); color = color + w * pixel; wsum = wsum + w; diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.inc b/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.inc index 3957126..370e7d2 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.inc +++ b/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.inc @@ -71,7 +71,7 @@ layout(push_constant) uniform Push #pragma parameter halation " Halation Strength -- halation" 0.0 -2.0 2.0 0.025 #define halation global.halation // halation effect -#pragma parameter gamma_c " Gamma Correct -- gamma_c" 1.0 0.50 2.0 0.02 +#pragma parameter gamma_c " Gamma Correct -- gamma_c" 1.0 0.50 2.0 0.025 #define gamma_c global.gamma_c // adjust brightness #pragma parameter brightboost " Bright Boost Dark Pixels -- brightboost" 1.40 0.25 10.0 0.05 @@ -91,7 +91,7 @@ layout(push_constant) uniform Push #pragma parameter scanline2 " Scanline Beam Shape Edges -- scanline2" 8.0 0.0 70.0 1.0 #define scanline2 global.scanline2 // scanline param, vertical sharpness -#pragma parameter beam_min " Scanline Shape Dark Pixels -- beam_min" 1.30 0.25 5 0.05 +#pragma parameter beam_min " Scanline Shape Dark Pixels -- beam_min" 1.30 0.25 10.0 0.05 #define beam_min global.beam_min // dark area beam min - narrow #pragma parameter beam_max " Scanline Shape Bright Pixels -- beam_max" 1.00 0.4 3.5 0.025 @@ -106,7 +106,7 @@ layout(push_constant) uniform Push #pragma parameter scans " Scanline Saturation / Mask Falloff -- scans" 0.40 0.0 3.5 0.05 #define scans global.scans // scanline saturation -#pragma parameter scan_falloff " Scanline Falloff -- scan_falloff" 1.0 0.25 2.0 0.05 +#pragma parameter scan_falloff " Scanline Falloff -- scan_falloff" 1.0 0.20 2.0 0.05 #define scan_falloff global.scan_falloff // scanline falloff #pragma parameter scangamma " Scanline Gamma -- scangamma" 2.40 0.5 10.0 0.05 @@ -115,9 +115,12 @@ layout(push_constant) uniform Push #pragma parameter rolling_scan " Rolling Scanlines -- rolling_scan" 0.0 -1.0 1.0 0.01 #define rolling_scan global.rolling_scan // rolling scanlines +#pragma parameter no_scanlines " No-Scanline Mode (Guest Advanced Only)" 0.0 0.0 1.0 1.0 +#define no_scanlines global.no_scanlines + // #pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 -// #pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match +// #pragma parameter intres " Internal Resolution Y: 0.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match // #pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0 // #define IOS params.IOS // Smart Integer Scaling @@ -143,10 +146,6 @@ layout(push_constant) uniform Push // #pragma parameter overscanY " Overscan Y original pixels" 0.0 -200.0 200.0 1.0 // #define overscanY global.overscanY // OverscanY pixels -// #pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 -// #define prescalex global.prescalex // prescale-x factor - - /// HSM Removed // #define COMPAT_TEXTURE(c,d) texture(c,d) @@ -275,6 +274,7 @@ void main() */ // HSM Added + float prescalex = float(CROPPED_ROTATED_SIZE_WITH_RES_MULT.x / CROPPED_ROTATED_SIZE.x); vec4 SourceSize = vec4(CROPPED_ROTATED_SIZE_WITH_RES_MULT, 1 / CROPPED_ROTATED_SIZE_WITH_RES_MULT); SourceSize*= vec4(2.0, 1.0, 0.5, 1.0); @@ -288,9 +288,8 @@ void main() /* HSM Removed float SourceY = SourceSize.y; float sy = 1.0; - if (global.intres == 0.5) sy = SourceY/224.0; else - if (global.intres == 1.0) sy = SourceY/240.0; else - if (global.intres > 1.25) sy = global.intres; + if (global.intres == 1.0) sy = SourceY/224.0; + if (global.intres > 0.25 && global.intres != 1.0) sy = global.intres; SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy); // Calculating texel coordinates @@ -298,13 +297,13 @@ void main() vec2 texcoord = TEX0.xy; */ // HSM Added - vec2 texcoord = HSM_GetCurvedCoord(SCREEN_COORD, HSM_CRT_CURVATURE_SCALE, SCREEN_ASPECT); - texcoord = HSM_GetMirrorWrappedCoord(texcoord); + // vec2 texcoord = HSM_GetCurvedCoord(SCREEN_COORD, HSM_CRT_CURVATURE_SCALE, SCREEN_ASPECT); + // texcoord = HSM_GetMirrorWrappedCoord(texcoord); // End Addition /* HSM Removed if (IOS > 0.0 && !interb){ - vec2 ofactor = OutputSize.xy/SourceSize.xy; + vec2 ofactor = OutputSize.xy/global.OriginalSize.xy; vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor); vec2 diff = ofactor/intfactor; float scan = diff.y; @@ -315,7 +314,7 @@ void main() float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0; texcoord = Overscan(texcoord, factor, factor); - texcoord = Overscan(texcoord, (SourceSize.x - overscanX)/SourceSize.x, (SourceSize.y - overscanY)/SourceSize.y); + texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y); vec2 pos = Warp(texcoord); vec2 pos0 = Warp(TEX0.xy); @@ -343,12 +342,27 @@ void main() pC4.x = pos.x; if (interb) pC4.y = pos.y; + /* HSM Removed + if (global.intres == 0.5 && prescalex < 1.5) pC4.y = floor(pC4.y * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w; + */ + + // TODO need to add VGA Doubling mode + // float hsm_intres = HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR; + + // if (hsm_intres > 1 && (USE_VERTICAL_SCANLINES < 0.5) && prescalex < 1.5) pC4.y = floor(pC4.y * ROTATED_DEREZED_SIZE.y) * (1 / ROTATED_DEREZED_SIZE.y) + 0.5 * (1 / ROTATED_DEREZED_SIZE.y); + vec3 color1 = COMPAT_TEXTURE(Pass1, pC4 ).rgb; vec3 scolor1 = COMPAT_TEXTURE(Pass1, pC4 ).aaa; if(!interb) color1 = pow(color1, vec3(scangamma/gamma_in)); pC4+=dy; + + /* HSM Removed + if (global.intres == 0.5 && prescalex < 1.5) pC4.y = floor((pos.y + 0.33*dy.y) * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w; + */ + + // if (hsm_intres > 1 && (USE_VERTICAL_SCANLINES < 0.5) && prescalex < 1.5) pC4.y = floor((pos.y + 0.33*dy.y) * ROTATED_DEREZED_SIZE.y) * (1 / ROTATED_DEREZED_SIZE.y) + 0.5 * (1 / ROTATED_DEREZED_SIZE.y); vec3 color2 = COMPAT_TEXTURE(Pass1, pC4 ).rgb; vec3 scolor2 = COMPAT_TEXTURE(Pass1, pC4 ).aaa; @@ -407,8 +421,13 @@ if (!interb) w1 = pow(w1, mix(2.0*scans.xxx + 1.0, 1.0.xxx, cref1))*mix(1.0.xxx + 0.075*scans, 1.0.xxx, cref1); w2 = pow(w2, mix(2.0*scans.xxx + 1.0, 1.0.xxx, cref2))*mix(1.0.xxx + 0.075*scans, 1.0.xxx, cref2); - vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask)); + // Scanline Deconvergence + vec3 cd1 = one; vec3 cd2 = one; + +if (abs(vertmask) > 0.025) +{ + float vm = sqrt(abs(vertmask)); float v_high1 = 1.0 + 0.3*vm; float v_high2 = 1.0 + 0.6*vm; float v_low = 1.0 - vm; @@ -426,8 +445,18 @@ if (!interb) cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1); cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2); } +} - color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2; + /* HSM Removed + color = (gc(color1)*w1*cd1 + gc(color2)*w2*cd2)/mix(1.0.xxx, w1+w2, no_scanlines); + */ + + // HSM Added + float scan_res = (1 - USE_VERTICAL_SCANLINES) * CROPPED_ROTATED_SIZE_WITH_RES_MULT.y + + USE_VERTICAL_SCANLINES * CROPPED_ROTATED_SIZE_WITH_RES_MULT.x; + float hsm_no_scanlines = HSM_INTERLACE_MODE < 0 && HSM_INTERLACE_TRIGGER_RES <= scan_res ? 1 : no_scanlines; + + color = (gc(color1)*w1*cd1 + gc(color2)*w2*cd2)/mix(1.0.xxx, w1+w2, hsm_no_scanlines); if (abs(rolling_scan) > 0.005) { @@ -445,9 +474,15 @@ if (!interb) color = gc(color1); } - float colmx = pow(max(max(ctmp.r,ctmp.g),ctmp.b), 1.40/gamma_in); + float colmx = max(max(ctmp.r,ctmp.g),ctmp.b); if(!interb) color = pow( color, vec3(gamma_in/scangamma) ); FragColor = vec4(color, colmx); + + if (HSM_GetUseFakeScanlines()) + { + vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1); + FragColor = HSM_ApplyScanlineMask(FragColor, SCREEN_SCALE, SCREEN_COORD, screen_curved_coord, tube_curved_coord, HSM_FAKE_SCANLINE_OPACITY); + } } \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced.inc b/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced.inc index add1be1..2c29eed 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced.inc +++ b/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced.inc @@ -25,6 +25,7 @@ // All parameter uniform values are in globals.inc +#pragma parameter GDV_BRIGHTNESS_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0 #pragma parameter glow " Glow Strength -- glow" 0.08 -2.0 2.0 0.01 @@ -42,7 +43,7 @@ #pragma parameter halation " Halation Strength -- halation" 0.0 -2.0 2.0 0.025 #define halation global.halation // halation effect -#pragma parameter gamma_c " Gamma Correct -- gamma_c" 1.0 0.50 2.0 0.02 +#pragma parameter gamma_c " Gamma Correct -- gamma_c" 1.0 0.50 2.0 0.025 #define gamma_c global.gamma_c // adjust brightness #pragma parameter brightboost " Bright Boost Dark Pixels -- brightboost" 1.40 0.25 10.0 0.05 @@ -51,6 +52,7 @@ #pragma parameter brightboost1 " Bright Boost Bright Pixels -- brightboost1" 1.10 0.25 3.00 0.025 #define brightboost1 global.brightboost1 // adjust brightness +#pragma parameter GDV_SCANLINE_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter gsl " Scanline Type -- gsl" 0.0 -1.0 2.0 1.0 @@ -62,7 +64,7 @@ #pragma parameter scanline2 " Scanline Beam Shape Edges -- scanline2" 8.0 0.0 70.0 1.0 #define scanline2 global.scanline2 // scanline param, vertical sharpness -#pragma parameter beam_min " Scanline Shape Dark Pixels -- beam_min" 1.30 0.25 5 0.05 +#pragma parameter beam_min " Scanline Shape Dark Pixels -- beam_min" 1.30 0.20 5 0.05 #define beam_min global.beam_min // dark area beam min - narrow #pragma parameter beam_max " Scanline Shape Bright Pixels -- beam_max" 1.00 0.4 3.5 0.025 @@ -77,7 +79,7 @@ #pragma parameter scans " Scanline Saturation / Mask Falloff -- scans" 0.4 0.0 3.5 0.05 #define scans global.scans // scanline saturation -#pragma parameter scan_falloff " Scanline Falloff -- scan_falloff" 1.0 0.25 2.0 0.05 +#pragma parameter scan_falloff " Scanline Falloff -- scan_falloff" 1.0 0.20 2.0 0.05 #define scan_falloff global.scan_falloff // scanline falloff #pragma parameter spike " Scanline Spike Removal -- spike" 1.0 0.0 2.0 0.10 @@ -89,6 +91,10 @@ #pragma parameter scangamma " Scanline Gamma" 2.40 0.5 10.0 0.05 #define scangamma global.scangamma +#pragma parameter no_scanlines " No-Scanline Mode (Guest Advanced Only)" 0.0 0.0 1.0 1.0 +#define no_scanlines global.no_scanlines + +#pragma parameter GDV_FILTERING_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter h_sharp " Horizontal sharpness -- h_sharp" 5.20 0.20 15.0 0.10 @@ -111,7 +117,7 @@ // #pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 -// #pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match +// #pragma parameter intres " Internal Resolution Y: 0.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match // #pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0 // #define TATE params.TATE // Screen orientation @@ -140,9 +146,6 @@ // #pragma parameter overscanY " Overscan Y original pixels" 0.0 -200.0 200.0 1.0 // #define overscanY global.overscanY // OverscanY pixels -// #pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 -// #define prescalex global.prescalex // prescale-x factor - /* HSM Removed #define COMPAT_TEXTURE(c,d) texture(c,d) */ @@ -241,11 +244,6 @@ void main() vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord); HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); - bool ntsc_processing_on = false; - #ifdef IS_NTSC - ntsc_processing_on = true; - #endif - vec2 cache_bounds_coord = SCREEN_COORD; // If it's the potato preset render the whole frame @@ -272,12 +270,14 @@ void main() float TATE = USE_VERTICAL_SCANLINES; /* HSM Removed - vec4 SourceSize = global.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0); + vec2 prescalex = vec2(vec2(textureSize(LinearizePass, 0))/global.OriginalSize.xy); + + vec4 SourceSize = global.OriginalSize * mix( vec4(prescalex.x, 1.0, 1.0/prescalex.x, 1.0), vec4(1.0, prescalex.y, 1.0, 1.0/prescalex.y), TATE); */ // HSM Added - vec4 SourceSize = vec4(CROPPED_ROTATED_SIZE_WITH_RES_MULT, 1/CROPPED_ROTATED_SIZE_WITH_RES_MULT); - + + vec4 SourceSize = vec4(CROPPED_ROTATED_SIZE_WITH_RES_MULT, 1 / CROPPED_ROTATED_SIZE_WITH_RES_MULT); float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.5,0.5)).a; @@ -292,16 +292,15 @@ void main() /* HSM Removed float SourceY = mix(SourceSize.y, SourceSize.x, TATE); float sy = 1.0; - if (global.intres == 0.5) sy = SourceY/224.0; else - if (global.intres == 1.0) sy = SourceY/240.0; else - if (global.intres > 1.25) sy = global.intres; + if (global.intres == 1.0) sy = SourceY/224.0; + if (global.intres > 0.25 && global.intres != 1.0) sy = global.intres; if (notate) SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy); else SourceSize*=vec4(1.0/sy, 1.0, sy, 1.0); - + // Calculating texel coordinates vec2 texcoord = TEX0.xy; if (IOS > 0.0 && !interb){ - vec2 ofactor = OutputSize.xy/SourceSize.xy; + vec2 ofactor = OutputSize.xy/global.OriginalSize.xy; vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor); vec2 diff = ofactor/intfactor; float scan = mix(diff.y, diff.x, TATE); @@ -351,19 +350,26 @@ void main() vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps; + /* HSM Removed + if (global.intres == 0.5 && notate && prescalex.y < 1.5) pC4.y = floor(pC4.y * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w; + if (global.intres == 0.5 && !notate && prescalex.x < 1.5) pC4.x = floor(pC4.x * global.OriginalSize.x)*global.OriginalSize.z + 0.5*global.OriginalSize.z; + */ + +// TODO need to add something to support the VGA double resolution of the + if (interb) pC4.y = pos.y; float zero = exp2(-h_sharp); float sharp1 = s_sharp * zero; /* HSM Removed - float fdivider = min(prescalex, 2.0); + float fdivider = max(min(mix(prescalex.x, prescalex.y,TATE), 2.0), 1.5*float(interb)); */ // HSM Added - float fdivider = min((1 - USE_VERTICAL_SCANLINES) * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR + - USE_VERTICAL_SCANLINES * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR, - 2.0); + float fdivider = min((1 - USE_VERTICAL_SCANLINES) * SAMPLING_SCANLINE_DIR_MULT + + USE_VERTICAL_SCANLINES * SAMPLING_OPPOSITE_DIR_MULT, + 2.0); // End Addition float wl3 = (2.0 + fpx)/fdivider; @@ -450,7 +456,14 @@ void main() if (!interb) { pC4+=offy; - + + /* HSM Removed + if (global.intres == 0.5 && notate && prescalex.y < 1.5) pC4.y = floor((pos.y + 0.33*offy.y) * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w; + if (global.intres == 0.5 && !notate && prescalex.x < 1.5) pC4.x = floor((pos.x + 0.33*offy.x) * global.OriginalSize.x)*global.OriginalSize.z + 0.5*global.OriginalSize.z; + */ + +// TODO need to add something to support the VGA double resolution of the + l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb; l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb; l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb; @@ -548,10 +561,13 @@ if (!interb) w1 = pow(w1, mix(2.0*scans.xxx + 1.0, 1.0.xxx, cref1))*mix(1.0.xxx + 0.075*scans, 1.0.xxx, cref1); w2 = pow(w2, mix(2.0*scans.xxx + 1.0, 1.0.xxx, cref2))*mix(1.0.xxx + 0.075*scans, 1.0.xxx, cref2); - // Scanline Deconvergence - - vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask)); + // Scanline Deconvergence + vec3 cd1 = one; vec3 cd2 = one; + +if (abs(vertmask) > 0.025) +{ + float vm = sqrt(abs(vertmask)); float v_high1 = 1.0 + 0.3*vm; float v_high2 = 1.0 + 0.6*vm; float v_low = 1.0 - vm; @@ -569,8 +585,17 @@ if (!interb) cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1); cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2); } +} + /* HSM Removed + color = (gc(color1)*w1*cd1 + gc(color2)*w2*cd2)/mix(1.0.xxx, w1+w2, no_scanlines); + */ + + // HSM Added + float scan_res = (1 - USE_VERTICAL_SCANLINES) * CROPPED_ROTATED_SIZE_WITH_RES_MULT.y + + USE_VERTICAL_SCANLINES * CROPPED_ROTATED_SIZE_WITH_RES_MULT.x; + float hsm_no_scanlines = HSM_INTERLACE_MODE < 0 && HSM_INTERLACE_TRIGGER_RES <= scan_res ? 1 : no_scanlines; - color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2; + color = (gc(color1)*w1*cd1 + gc(color2)*w2*cd2)/mix(1.0.xxx, w1+w2, hsm_no_scanlines); if (abs(rolling_scan) > 0.005) { @@ -588,9 +613,15 @@ if (!interb) color = gc(color1); } - float colmx = pow(max(max(ctmp.r,ctmp.g),ctmp.b), 1.40/gamma_in); + float colmx = max(max(ctmp.r,ctmp.g),ctmp.b); if(!interb) color = pow( color, vec3(gamma_in/scangamma) ); FragColor = vec4(color, colmx); + + if (HSM_GetUseFakeScanlines()) + { + vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1); + FragColor = HSM_ApplyScanlineMask(FragColor, SCREEN_SCALE, SCREEN_COORD, screen_curved_coord, tube_curved_coord, HSM_FAKE_SCANLINE_OPACITY); + } } diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-custom-fast-sharpen.slang b/bezel/Mega_Bezel/shaders/guest/hsm-custom-fast-sharpen.slang index 854e700..3af07b2 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm-custom-fast-sharpen.slang +++ b/bezel/Mega_Bezel/shaders/guest/hsm-custom-fast-sharpen.slang @@ -30,6 +30,7 @@ layout(push_constant) uniform Push float SHARPEN_ON; } params; +#pragma parameter SHARPEN_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter SHARPEN_TITLE "[ FAST SHARPEN - GUEST.R ]:" 0.00 0.0 2.00 0.05 // #pragma parameter SHARPEN_ON " Sharpen ON" 0 0 1 1 // #define SHARPEN_ON params.SHARPEN_ON diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-deconvergence.inc b/bezel/Mega_Bezel/shaders/guest/hsm-deconvergence.inc index 5a4f10e..e95d7a3 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm-deconvergence.inc +++ b/bezel/Mega_Bezel/shaders/guest/hsm-deconvergence.inc @@ -22,6 +22,7 @@ */ +#pragma parameter GDV_BRIGHTNESS_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0 #pragma parameter glow " Glow Strength -- glow" 0.08 -2.0 2.0 0.01 @@ -39,7 +40,7 @@ #pragma parameter halation " Halation Strength -- halation" 0.0 -2.0 2.0 0.025 #define halation global.halation // halation effect -#pragma parameter gamma_c " Gamma Correct -- gamma_c" 1.0 0.50 2.0 0.02 +#pragma parameter gamma_c " Gamma Correct -- gamma_c" 1.0 0.50 2.0 0.025 #define gamma_c global.gamma_c // adjust brightness #pragma parameter brightboost " Bright Boost Dark Pixels -- brightboost" 1.40 0.25 10.0 0.05 @@ -74,9 +75,10 @@ // #pragma parameter sborder " Border Intensity" 0.75 0.25 2.0 0.05 // #define sborder global.sborder // border intensity +#pragma parameter GDV_HUMBAR_LINE " " 0 0 0.001 0.001 #pragma parameter gdv_humbar_title "[ HUM BAR ]: " 0.0 0.0 0.1 0.1 -#pragma parameter barspeed " Hum Bar Speed" 50.0 5.0 200.0 1.0 +#pragma parameter barspeed " Hum Bar Speed" 50.0 3.0 200.0 1.0 #pragma parameter barintensity " Hum Bar Intensity" 0.0 -1.0 1.0 0.01 @@ -97,30 +99,34 @@ // #pragma parameter overscanY " Overscan Y original pixels" 0.0 -200.0 200.0 1.0 // #define overscanY global.overscanY // OverscanY pixels -// #pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 -// #define prescalex global.prescalex // prescale-x factor - +#pragma parameter GDV_CRT_MASK_LINE " " 0 0 0.001 0.001 #pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 -#pragma parameter shadowMask "CRT Mask: -1:None|0:CGWG|1-4:Lottes|5-12:Trinitrn -- shadowMask" 0.0 -1.0 12.0 1.0 +#pragma parameter shadowMask "CRT Mask: -1:None|0:CGWG|1-4:Lottes|5-12:Trinitrn -- shadowMask" 0.0 -1.0 13.0 1.0 #define shadowMask global.shadowMask // Mask Style #pragma parameter masksize " Mask Size - 0:Auto | 2K | 4k -- masksize" 1.0 0.0 4 1.0 #define masksize global.masksize // Mask Size +#pragma parameter masksizeautothreshold " Mask Size Auto Threshold -- masksizeautothreshold" 2000 100 4000 100 +#define masksizeautothreshold global.masksizeautothreshold + #pragma parameter maskstr " Mask Strength (0, 5-12) -- maskstr" 0.3 -0.5 1.0 0.025 #define maskstr global.maskstr // CGWG Mask Strength #pragma parameter mcut " Mask 5-12 Low Strength -- mcut" 1.10 0.0 2.0 0.05 #define mcut global.mcut // Mask 5-9 cutoff +#pragma parameter maskboost " CRT Mask Boost" 1.0 1.0 3.0 0.05 +#define maskboost global.maskboost // Mask Boost + #pragma parameter maskDark " Mask 1-4 Lottes maskDark" 0.5 0.0 2.0 0.05 #define maskDark global.maskDark // Dark "Phosphor" #pragma parameter maskLight " Mask 1-4 Lottes maskLight" 1.5 0.0 2.0 0.05 #define maskLight global.maskLight // Light "Phosphor" -#pragma parameter mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 1.0 +#pragma parameter mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 0.5 #define mshift global.mshift // mask 'line' shift/stagger #pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) -- mask_layout" 0.0 0.0 1.0 1.0 @@ -144,14 +150,18 @@ #pragma parameter slotms " Slot Mask Size - Auto | 2K | 4k -- slotms" 1.0 0.0 4.0 1.0 #define slotms global.slotms // Slot Mask Size -#pragma parameter mclip " Keep Mask effect with clipping -- mclip" 0.50 0.0 1.0 0.05 +#pragma parameter mclip " Keep Mask effect with clipping -- mclip" 0.0 0.0 1.0 0.05 #define mclip global.mclip +#pragma parameter smoothmask " Smooth Masks in bright scanlines" 0.0 0.0 1.0 1.0 +#define smoothmask global.smoothmask + // #pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05 #define gamma_out HSM_GAMMA_OUT_CRT // output gamma +#pragma parameter GDV_DECONVERGENCE_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0 #pragma parameter GDV_DECONVERGENCE_ON " Use Deconvergence" 0 0 1 1 @@ -175,19 +185,25 @@ #pragma parameter decons " Strength -- decons" 1 0 3.0 0.10 +#pragma parameter dcscalemode " Scale Mode -- dcscalemode: SCREEN|OUTPUT|ABSOLUTE|MASK" 0 0 3 1 + + +#pragma parameter GDV_NOISE_LINE " " 0 0 0.001 0.001 #pragma parameter noise_title "[ NOISE ]: " 0.0 0.0 1.0 1.0 #pragma parameter GDV_NOISE_ON " Noise ON" 0 0 1 1 #pragma parameter addnoised " Add Noise" 0.2 -1.0 1.0 0.02 -#pragma parameter noiseresd " Noise Resolution" 2.0 1.0 10.0 1.0 +#pragma parameter noiseresd " Noise Size (AKA Resolution)" 2.0 1.0 10.0 1.0 + +// HSM Added +#pragma parameter noiseresd4kmult " Noise Size Multiplier at 4K" 2 1 4 1 #pragma parameter noisetype " Noise Type: Colored, Luma" 0.0 0.0 1.0 1.0 // #pragma parameter post_br " Post CRT Brightness" 1.0 0.25 5.0 0.01 - #define COMPAT_TEXTURE(c,d) texture(c,d) #define TEX0 vTexCoord @@ -224,23 +240,31 @@ layout(set = 0, binding = 8) uniform sampler2D InfoCachePass; #define eps 1e-10 -// Shadow mask (1-4 from PD CRT Lottes shader). - -vec3 Mask(vec2 pos, float mx) +// HSM Added +float HSM_GetAutoScaledMaskSize(float in_masksize) { - // HSM Added - float final_mask_size = masksize; + float final_mask_size = in_masksize; // If using automatic Mask Size if (masksize < 0.5) - final_mask_size = global.FinalViewportSize.y > 2000 ? 2 : 1; + final_mask_size = min(global.FinalViewportSize.x, global.FinalViewportSize.y) > masksizeautothreshold ? 2 : 1; final_mask_size = max(1, floor(((1 - HSM_VIEWPORT_ZOOM_MASK) + HSM_VIEWPORT_ZOOM_MASK * VIEWPORT_SCALE.y) * final_mask_size + 0.2)); + return final_mask_size; +} + +// Shadow mask (1-4 from PD CRT Lottes shader). + +vec3 Mask(vec2 pos, float mx, float mb) +{ + // HSM Added + float final_mask_size = HSM_GetAutoScaledMaskSize(masksize); /* HSM Removed vec2 pos0 = pos; pos.y = floor(pos.y/masksize); + float stagg_lvl = 1.0; if (fract(abs(mshift)) > 0.25 && abs(mshift) > 1.25) stagg_lvl = 2.0; float next_line = float(fract(pos.y*0.5) > 0.25); pos0.x = (mshift > -0.25) ? (pos0.x + next_line * mshift) : (pos0.x + pos.y * mshift); pos = floor(pos0/masksize); @@ -248,6 +272,7 @@ vec3 Mask(vec2 pos, float mx) vec2 pos0 = pos; pos.y = floor(pos.y/final_mask_size); + float stagg_lvl = 1.0; if (fract(abs(mshift)) > 0.25 && abs(mshift) > 1.25) stagg_lvl = 2.0; float next_line = float(fract(pos.y*0.5) > 0.25); pos0.x = (mshift > -0.25) ? (pos0.x + next_line * mshift) : (pos0.x + pos.y * mshift); pos = floor(pos0 / final_mask_size); @@ -259,7 +284,11 @@ vec3 Mask(vec2 pos, float mx) vec3 mask = vec3(maskDark, maskDark, maskDark); vec3 one = vec3(1.0); - float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.4, 0.0) + 1.0, 1.0, mx); + + // brightness correcture masks 5-12 + float sm = 0.45; if(shadowMask == 8.0 || shadowMask == 11.0 || shadowMask == 13.0) sm = 0.7; + float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - sm, 0.0) + 1.0, 1.0, mx); + float mc = 1.0 - max(maskstr, 0.0); // No mask @@ -412,18 +441,33 @@ vec3 Mask(vec2 pos, float mx) } // RRGGBBX mask - else + else if (shadowMask == 12.0) { mask = vec3(0.0); pos.x = floor(mod(pos.x,7.0)); - if (pos.x < 1.0) mask = 0.0.xxx; - else if (pos.x < 3.0) mask.r = 1.0; - else if (pos.x < 5.0) mask.g = 1.0; + if (pos.x < 0.5) mask = 0.0.xxx; + else if (pos.x < 2.5) mask.r = 1.0; + else if (pos.x < 4.5) mask.g = 1.0; else mask.b = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - return mask; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // 4k mask + else + { + mask = vec3(0.0); + pos.x = floor(mod(pos.x,6.0)); + if (pos.x < 0.5) mask = 0.0.xxx; + else if (pos.x < 1.5) mask.r = 1.0; + else if (pos.x < 2.5) mask.rg = 1.0.xx; + else if (pos.x < 3.5) mask.rgb = 1.0.xxx; + else if (pos.x < 4.5) mask.gb = 1.0.xx; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + float maskmin = min(min(mask.r,mask.g),mask.b); + return (mask - maskmin) * (1.0 + (maskboost-1.0)*mb) + maskmin; } float SlotMask(vec2 pos, float m) @@ -431,13 +475,9 @@ float SlotMask(vec2 pos, float m) if ((slotmask + slotmask1) == 0.0) return 1.0; else { + // HSM Added - float final_mask_size = slotms; - // If using automatic Mask Size - if (slotms < 0.5) - final_mask_size = (global.FinalViewportSize.x + global.FinalViewportSize.y) / 3 > 1900 ? 2 : 1; - - final_mask_size = max(1, floor(((1 - HSM_VIEWPORT_ZOOM_MASK) + HSM_VIEWPORT_ZOOM_MASK * VIEWPORT_SCALE.y) * final_mask_size + 0.2)); + float final_mask_size = HSM_GetAutoScaledMaskSize(slotms); pos = floor(pos / final_mask_size); // End HSM Added @@ -512,6 +552,11 @@ vec3 declip(vec3 c, float b) return c; } +float igc(float mc) +{ + return pow(mc, gamma_c); +} + // noise function: // Dedicated to the public domain. // If you want a real license, you may consider this MIT/BSD/CC0/WTFPL-licensed (take your pick). @@ -533,13 +578,52 @@ vec3 noise(vec3 v){ void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord) { + /* HSM REmoved float stepx = OutputSize.z; float stepy = OutputSize.w; - + */ + + float stepx = 0.5; + float stepy = 0.5; + + // HSM Added + // Link Deconvergence as a ratio of the viewport height + if (global.dcscalemode < 1.5) + { + // Base deconvergence size based on 1080p + stepx = 1.0 / 1080.0 * OutputSize.y / OutputSize.x; + stepy = 1.0 / 1080.0; + } + + // Link Deconvergence size to screen height + if (global.dcscalemode == 0) + { + stepx *= SCREEN_SCALE_WITH_ZOOM.y / DEFAULT_SCREEN_HEIGHT; + stepy *= SCREEN_SCALE_WITH_ZOOM.y / DEFAULT_SCREEN_HEIGHT; + } + + // Link Deconvergence size is to final output pixel size + if (global.dcscalemode > 1.5) + { + // Compensate for a landscape viewport in 0-1 space + stepx = OutputSize.z; + stepy = OutputSize.w; + + // Link the deconvergence to the mask size + if (global.dcscalemode == 3.0) + { + float scaled_mask_size = HSM_GetAutoScaledMaskSize(masksize); + stepx *= scaled_mask_size; + stepy *= scaled_mask_size; + } + } + float ds = global.decons; vec2 dx = vec2(stepx, 0.0); vec2 dy = vec2(0.0, stepy); + + float posx = 2.0*coord.x - 1.0; float posy = 2.0*coord.y - 1.0; @@ -588,7 +672,6 @@ void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord) void main() { - /* HSM Removed vec4 SourceSize = global.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0); */ @@ -663,27 +746,45 @@ void main() vec2 pos = HSM_GetMirrorWrappedCoord(screen_curved_coord); vec2 pos0 = pos; - vec3 color0 = COMPAT_TEXTURE(Source,pos1).rgb; - float c0 = max(max(color0.r, color0.g),color0.b); - // color and bloom fetching vec3 color = COMPAT_TEXTURE(Source,pos1).rgb; vec3 Bloom = HSM_GetCroppedTexSample(BloomPass, pos).rgb; - // HSM Added - if (GDV_DECONVERGENCE_ON > 0.5) - fetch_pixel(color, Bloom, pos1, pos); // deconvergence + /* HSM Removed +if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(global.deconrgy) + abs(global.deconrb) + abs(global.deconrby)) > 0.2) + fetch_pixel(color, Bloom, pos1, pos); // deconvergence + */ - float cm = max(max(color.r,color.g),color.b); + // HSM Added + if (GDV_DECONVERGENCE_ON > 0.5 && ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(global.deconrgy) + abs(global.deconrb) + abs(global.deconrby)) > 0.2)) + fetch_pixel(color, Bloom, pos1, pos); // deconvergence + + float cm = igc(max(max(color.r,color.g),color.b)); float mx1 = COMPAT_TEXTURE(Source, pos1 ).a; float colmx = max(mx1, cm); - float w3 = min((c0 + 0.0005) / (pow(colmx, gamma_in/1.4) + 0.0005), 1.0); + float w3 = min((cm + 0.0001) / (colmx + 0.0005), 1.0); vec2 dx = mix(vec2(0.001, 0.0), vec2(0.0, 0.001), TATE); float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a; float mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a; - float mx = max(max(mx0,mx1),max(mx2,cm)); + float mxg = max(max(mx0,mx1),max(mx2,cm)); + float mx = pow(mxg, 1.40/gamma_in); + + // mask boost tweak + /* HSM Removed + dx = mix(vec2(global.OriginalSize.z, 0.0), vec2(0.0, global.OriginalSize.w), TATE) * 0.25; + */ + + dx = mix(vec2(1 / CROPPED_ROTATED_SIZE_WITH_RES_MULT.x, 0.0), + vec2(0.0, 1 / CROPPED_ROTATED_SIZE_WITH_RES_MULT.y), + TATE) * 0.25; + dx *= SCREEN_SCALE.y / DEFAULT_SCREEN_HEIGHT; + + mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a; + mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a; + float mb = 1.0 - min(abs(mx0-mx2)/(0.5+mx1), 1.0); + vec3 one = vec3(1.0); // Apply Mask @@ -695,33 +796,29 @@ void main() if (notate) maskcoord = maskcoord.yx; float smask = SlotMask(maskcoord, mx); - cmask*= Mask(maskcoord, mx); - + cmask*= Mask(maskcoord, mx, mb); + if (mask_layout > 0.5) cmask = cmask.rbg; + cmask*=smask; vec3 cmask1 = cmask; - float smask1 = smask; if (mask_bloom > 0.025) { - float maxb = max(max(Bloom.r,Bloom.g),Bloom.b); - maxb = pow(sqrt(maxb*mix(maxb, colmx, 0.75)),0.325); - vec3 mBloom = 0.5*(1.4*Bloom+0.6*maxb) * mix(1.0, 2.0-colmx, (bloom_dist + 0.5)); - float maskmx = 1.0; if (shadowMask > 0.5 || shadowMask < 4.5) maskmx = maskLight; else if (shadowMask > 6.5 && shadowMask < 10.5) maskmx = 1.0; else maskmx = max(max(cmask.r,cmask.g),cmask.b); - cmask = min(cmask + maxb*mBloom*mask_bloom, maskmx); - smask = min(smask + maxb*max(max(mBloom.r,mBloom.g),mBloom.b)*mask_bloom, 1.0); + float maxbl = max(max(max(Bloom.r,Bloom.g),Bloom.b), mxg); + maxbl = maxbl * mix(1.0, 2.0-colmx, bloom_dist); + cmask = max(min(cmask + maxbl*mask_bloom, 1.0), cmask); } color = pow(color, vec3(mask_gamma/gamma_in)); color = color*cmask; color = min(color,1.0); - color = color*smask; color = pow(color, vec3(gamma_in/mask_gamma)); - cmask = min(cmask*smask, 1.0); - cmask1 = min(cmask1*smask1, 1.0); + cmask = min(cmask, 1.0); + cmask1 = min(cmask1, 1.0); - float bb = mix(brightboost, brightboost1, colmx); + float bb = mix(brightboost, brightboost1, mx); if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); color*=bb; @@ -738,14 +835,14 @@ void main() vec3 Bloom1 = Bloom; +if (abs(bloom) > 0.025) +{ if (bloom < -0.01) Bloom1 = plant(Bloom, maxb); - Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1)); Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color)); - Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist); - color = color + abs(bloom) * Bloom1; +} color = min(color, mix(one, cmask1, mclip)); @@ -755,11 +852,13 @@ void main() Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx); color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.6)*Bloom*halation; } else - if (halation < 0.01) { + if (halation < -0.01) { float mbl = max(max(Bloom.r,Bloom.g),Bloom.b); Bloom = plant(Bloom + Ref + orig1 + Bloom*Bloom*Bloom, min(mbl*mbl,0.75)); color = color + 2.0*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.5)*Bloom*(-halation); } + if (smoothmask > 0.5) { w3 = mix(1.0, w3, smoothstep(0.3, 0.6, mx1)); color = max(min(color/w3, 1.0)*w3, min(color,color*(1.0-w3))); } + Glow = mix(Glow, 0.25*color, 0.7*colmx); if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + (-glow)*cmask*Glow; } @@ -768,14 +867,26 @@ void main() */ color = pow(color, vec3(1.0/gamma_out)); - - float rc = 0.6*sqrt(max(max(color.r, color.g), color.b))+0.4; if (global.GDV_NOISE_ON > 0.5) { - vec3 noise0 = noise(vec3(floor(OutputSize.xy * vTexCoord / global.noiseresd), float(global.FrameCount))); - if (global.noisetype < 0.5) color = mix(color, noise0, 0.25*abs(global.addnoised) * rc); + float rc = 0.6*sqrt(max(max(color.r, color.g), color.b))+0.4; + + /* HSM Removed + vec3 noise0 = noise(vec3(floor(OutputSize.xy * vTexCoord / global.noiseresd), float(global.FrameCount))); + if (global.noisetype < 0.5) color = mix(color, noise0, 0.25*abs(global.addnoised) * rc); + else color = min(color * mix(1.0, 1.5*noise0.x, 0.5*abs(global.addnoised)), 1.0); + */ + + // HSM Added + float noise_res = global.FinalViewportSize.y > 2000 ? global.noiseresd * global.noiseresd4kmult : global.noiseresd; + + // If we are at 8k multiply this by 2 + noise_res *= global.noiseresd4kmult > 1 && global.FinalViewportSize.y > 4200 ? 2 : 1; + + vec3 noise0 = noise(vec3(floor(OutputSize.xy * vTexCoord / noise_res), float(global.FrameCount))); + if (global.noisetype < 0.5) color = mix(color, noise0, 0.25*abs(global.addnoised) * rc); else color = min(color * mix(1.0, 1.5*noise0.x, 0.5*abs(global.addnoised)), 1.0); } @@ -786,5 +897,7 @@ void main() // HSM Added float adjusted_bardir = global.bardir < 0 ? TATE : global.bardir; color.rgb *= humbar(mix(pos.y, pos.x, adjusted_bardir)); + FragColor = vec4(color, 1.0); + FragColor = HSM_Linearize(FragColor, DEFAULT_SRGB_GAMMA); } diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-gaussian_horizontal.slang b/bezel/Mega_Bezel/shaders/guest/hsm-gaussian_horizontal.slang index 842ab24..1053754 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm-gaussian_horizontal.slang +++ b/bezel/Mega_Bezel/shaders/guest/hsm-gaussian_horizontal.slang @@ -3,7 +3,7 @@ /* Gaussian blur - horizontal pass, dynamic range, resizable - Copyright (C) 2020 guest(r) - guest.r@gmail.com + Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License @@ -32,6 +32,7 @@ layout(push_constant) uniform Push float SIGMA_H; } params; +#pragma parameter GDV_GDV_ADV_LINE " " 0 0 0.001 0.001 #pragma parameter GDV_GDV_ADV_TITLE_2 "[ --- GUEST-DrVenom Advanced --- ]:" 0.0 0.0 1.0 1.0 #pragma parameter bogus_glow "[ GLOW ]:" 0.0 0.0 1.0 1.0 diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-gaussian_vertical.slang b/bezel/Mega_Bezel/shaders/guest/hsm-gaussian_vertical.slang index 2853eae..3a30763 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm-gaussian_vertical.slang +++ b/bezel/Mega_Bezel/shaders/guest/hsm-gaussian_vertical.slang @@ -3,7 +3,7 @@ /* Gaussian blur - vertical pass, dynamic range, resizable - Copyright (C) 2020 guest(r) - guest.r@gmail.com + Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-interlace-and-linearize.inc b/bezel/Mega_Bezel/shaders/guest/hsm-interlace-and-linearize.inc new file mode 100644 index 0000000..76db51d --- /dev/null +++ b/bezel/Mega_Bezel/shaders/guest/hsm-interlace-and-linearize.inc @@ -0,0 +1,300 @@ +/* + Interlacing + + Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com + + This program is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License + as published by the Free Software Foundation; either version 2 + of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +#include "../base/common/globals-and-screen-scale-params.inc" +#include "../base/common/common-functions.inc" + +layout(push_constant) uniform Push +{ + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + +// float GAMMA_INPUT; +// float inter; +// float interm; +// float inters; +// float iscan; +// float intres; +// float downsample_level; +} params; + + +/* +layout(std140, set = 0, binding = 0) uniform UBO +{ + vec4 SourceSize; + mat4 MVP; +} global; + + +// #pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05 +*/ + +/* +// #pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0 + +// #pragma parameter inter " Interlace Trigger Resolution :" 350.0 0.0 800.0 25.0 +// #define inter params.inter // interlace resolution + +// #pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0 +*/ +#define interm HSM_INTERLACE_MODE // interlace mode + +/* +// #pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // Joint parameter with main pass, values must match +*/ +#define inters HSM_INTERLACE_EFFECT_SMOOTHNESS_INTERS // interlacing effect smoothing + +/* +// #pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05 +*/ +#define iscan HSM_INTERLACE_SCANLINE_EFFECT // interlacing effect scanlining + +/* +// #pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with main pass, values must match + +// #define intres params.intres // interlace resolution + +// #pragma parameter downsample_levelx " Downsampling-X (High-res content, pre-scalers)" 0.0 0.0 2.0 0.25 +*/ +#define downsample_level HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR // downsample level + +// #pragma parameter downsample_levely " Downsampling-Y (High-res content, pre-scalers)" 0.0 0.0 2.0 0.25 + +#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.25 0 1 0.05 +#define iscans global.iscans + +bool use_vert_scanlines_bool = false; +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord * 1.00001; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; + +layout(set = 0, binding = 1) uniform sampler2D InfoCachePass; +layout(set = 0, binding = 3) uniform sampler2D PrePass; +layout(set = 0, binding = 4) uniform sampler2D NegativeCropAddedPass; + +#define COMPAT_TEXTURE(c,d) texture(c,d) + + +vec3 plant (vec3 tar, float r) +{ + float t = max(max(tar.r,tar.g),tar.b) + 0.00001; + return tar * r / t; +} + +// TODO need to adjust downsample +vec3 fetch_pixel(vec2 coord) +{ + vec2 prescale_tex_size = textureSize(NegativeCropAddedPass, 0); + + vec2 dx = vec2(1 / prescale_tex_size.x, 0.0) * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR; + vec2 dy = vec2(0.0, 1 / prescale_tex_size.y) * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR; + + if (use_vert_scanlines_bool) + { + dx = vec2(1 / prescale_tex_size.x, 0.0) * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR; + dy = vec2(0.0, 1 / prescale_tex_size.y) * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR; + } + + vec2 d1 = dx + dy; + vec2 d2 = dx - dy; + + float sum = 15.0; + vec3 result = 3.0*COMPAT_TEXTURE(PrePass, coord ).rgb + + 2.0*COMPAT_TEXTURE(PrePass, coord + dx).rgb + + 2.0*COMPAT_TEXTURE(PrePass, coord - dx).rgb + + 2.0*COMPAT_TEXTURE(PrePass, coord + dy).rgb + + 2.0*COMPAT_TEXTURE(PrePass, coord - dy).rgb + + COMPAT_TEXTURE(PrePass, coord + d1).rgb + + COMPAT_TEXTURE(PrePass, coord - d1).rgb + + COMPAT_TEXTURE(PrePass, coord + d2).rgb + + COMPAT_TEXTURE(PrePass, coord - d2).rgb; + + return result/sum; +} + +// noise function: +// Dedicated to the public domain. +// If you want a real license, you may consider this MIT/BSD/CC0/WTFPL-licensed (take your pick). +// Adapted from ChuckNorris - shadertoy: https://www.shadertoy.com/view/XtK3Dz + +vec3 noise(vec3 v, float noise_amount){ + if (noise_amount < 0.0) v.z = -noise_amount; else v.z = mod(v.z,6001.0)/1753.0; + // ensure reasonable range + v = fract(v) + fract(v*1e4) + fract(v*1e-4); + // seed + v += vec3(0.12345, 0.6789, 0.314159); + // more iterations => more random + v = fract(v*dot(v, v)*123.456); + v = fract(v*dot(v, v)*123.456); + v = fract(v*dot(v, v)*123.456); + v = fract(v*dot(v, v)*123.456); + return v; +} + +void main() +{ + /* HSM Removed + vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb; + vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + vec2(0.0, params.OriginalSize.w)).rgb; + */ + + vec3 c1 = vec3(0); + vec3 c2 = vec3(0); + + // HSM Added + HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); + + use_vert_scanlines_bool = (USE_VERTICAL_SCANLINES > 0.5); + + // HSM Added + if (HSM_ROTATE_CORE_IMAGE > 0.5) + { + use_vert_scanlines_bool = !use_vert_scanlines_bool; + } + + vec2 rotated_derezed_size = HSM_GetRotatedDerezedSize(); + + float derezed_opposite_dir_res = use_vert_scanlines_bool ? rotated_derezed_size.x : rotated_derezed_size.y; + float derezed_scaled_opposite_dir_res = derezed_opposite_dir_res * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR; + + float orig_opposite_dir_res = use_vert_scanlines_bool ? ROTATED_CORE_PREPPED_SIZE.x : ROTATED_CORE_PREPPED_SIZE.y; + float scaled_opposite_dir_res = orig_opposite_dir_res * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR; + + float orig_scanline_dir_res = use_vert_scanlines_bool ? ROTATED_CORE_PREPPED_SIZE.y : ROTATED_CORE_PREPPED_SIZE.x; + + float tex_coord_scan_dir = use_vert_scanlines_bool ? vTexCoord.x : vTexCoord.y; + + vec2 downsample_offset = vec2(0, 1 / orig_opposite_dir_res / NEGATIVE_CROP_EXPAND_MULTIPLIER ); + + if (use_vert_scanlines_bool) + downsample_offset = vec2(1 / orig_opposite_dir_res / NEGATIVE_CROP_EXPAND_MULTIPLIER, 0 ); + + if ((HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR + HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR) > 0.0) + { + c1 = fetch_pixel(vTexCoord); + c2 = fetch_pixel(vTexCoord + downsample_offset); + } + else + { + c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb; + c2 = COMPAT_TEXTURE(PrePass, vTexCoord + downsample_offset).rgb; + } + vec3 c = c1; + + float intera = 1.0; + float gamma_in = clamp(GAMMA_INPUT, 1.0, 5.0); + + float m1 = max(max(c1.r,c1.g),c1.b); + float m2 = max(max(c2.r,c2.g),c2.b); + vec3 df = abs(c1-c2); + + float d = max(max(df.r,df.g),df.b); + if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001))); + + float r = m1; + + /* HSM Removed + float yres_div = 1.0; if (intres > 1.25) yres_div = intres; + + if (inter < params.OriginalSize.y/yres_div && interm > 0.5 && intres != 1.0 && intres != 0.5) + */ + + // HSM Added + if (HSM_INTERLACE_TRIGGER_RES <= derezed_scaled_opposite_dir_res && interm > 0.5) + { + intera = 0.25; + + /* HSM Removed + float line_no = clamp(floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)), 0.0, 1.0); + */ + + // HSM Added + float line_no = clamp( floor( mod( orig_opposite_dir_res * tex_coord_scan_dir, 2.0 ) ), 0.0, 1.0 ); + float frame_no = clamp(floor(mod(float(params.FrameCount),2.0)), 0.0, 1.0); + float ii = abs(line_no-frame_no); + + if (interm < 3.5) + { + c2 = plant(mix(c2, c2*c2, iscans), max(max(c2.r,c2.g),c2.b)); + r = clamp(max(m1*ii, (1.0-iscan)*min(m1,m2)), 0.0, 1.0); + c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r); + if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii); + intera = 0.0; + } + if (interm == 4.0) { c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); intera = 0.45; } + if (interm == 5.0) { c = mix(c2, c1, 0.5); c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); intera = 0.45; } + } + + #ifndef DO_NOT_LINEARIZE + // Linearize Color + c = pow(c, vec3(gamma_in)); + #endif + + // if (USE_VERTICAL_SCANLINES > 0.5) + // intera = 1; + + // HSM Added Noise based on Guest.r's noise from deconvergence pass + if (HSM_SIGNAL_NOISE_ON > 0.5) + { + float rc = 0.6*sqrt(max(max(c.r, c.g), c.b))+0.4; + + vec2 upscale_mult = global.SourceSize.xy / global.DerezedPassSize.xy; + + float noise_size = 1; + + // Scanline sized noise + if (HSM_SIGNAL_NOISE_SIZE_MODE == 0) + noise_size = upscale_mult.x * HSM_SIGNAL_NOISE_SIZE_MULT / SAMPLING_OPPOSITE_DIR_MULT; + // Core resolution sized noise + if (HSM_SIGNAL_NOISE_SIZE_MODE == 1) + noise_size = upscale_mult.x * HSM_SIGNAL_NOISE_SIZE_MULT; + // Uprezed sized noise + if (HSM_SIGNAL_NOISE_SIZE_MODE == 2) + noise_size = HSM_SIGNAL_NOISE_SIZE_MULT; + + vec3 noise0 = noise(vec3(floor(global.SourceSize.xy * vTexCoord / noise_size), float(global.FrameCount)), HSM_SIGNAL_NOISE_AMOUNT); + if (HSM_SIGNAL_NOISE_TYPE < 0.5) + c = mix(c, + noise0, + 0.25 * abs(HSM_SIGNAL_NOISE_AMOUNT) * rc); + else + c = min(c * mix(1.0, + 1.5 * noise0.x, 0.5 * abs(HSM_SIGNAL_NOISE_AMOUNT)), + 1.0); + } + + if (vTexCoord.x > 0.5) gamma_in = intera; else gamma_in = 1.0/gamma_in; + + FragColor = vec4(c, gamma_in); +} \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-interlace-and-linearize.slang b/bezel/Mega_Bezel/shaders/guest/hsm-interlace-and-linearize.slang index 820136a..71d84e3 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm-interlace-and-linearize.slang +++ b/bezel/Mega_Bezel/shaders/guest/hsm-interlace-and-linearize.slang @@ -1,255 +1,3 @@ #version 450 -/* - Interlacing - - Copyright (C) 2020 guest(r) - guest.r@gmail.com - - This program is free software; you can redistribute it and/or - modify it under the terms of the GNU General Public License - as published by the Free Software Foundation; either version 2 - of the License, or (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. - -*/ - -#include "../base/common/globals-and-screen-scale-params.inc" -#include "../base/common/common-functions.inc" - -layout(push_constant) uniform Push -{ - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - -// float GAMMA_INPUT; -// float inter; -// float interm; -// float inters; -// float iscan; -// float intres; -// float downsample_level; -// float prescalex; -} params; - - -/* -layout(std140, set = 0, binding = 0) uniform UBO -{ - vec4 SourceSize; - mat4 MVP; -} global; - - -// #pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05 -*/ - -/* -// #pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0 - -// #pragma parameter inter " Interlace Trigger Resolution :" 350.0 0.0 800.0 25.0 -// #define inter params.inter // interlace resolution - -// #pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0 -*/ -#define interm HSM_INTERLACE_MODE // interlace mode - -/* -// #pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // Joint parameter with main pass, values must match -*/ -#define inters HSM_INTERLACE_EFFECT_SMOOTHNESS_INTERS // interlacing effect smoothing - -/* -// #pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05 -*/ -#define iscan HSM_INTERLACE_SCANLINE_EFFECT // interlacing effect scanlining - -/* -// #pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with main pass, values must match - -// #define intres params.intres // interlace resolution - -// #pragma parameter downsample_levelx " Downsampling-X (High-res content, pre-scalers)" 0.0 0.0 2.0 0.25 -*/ -#define downsample_level HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR // downsample level - -// #pragma parameter downsample_levely " Downsampling-Y (High-res content, pre-scalers)" 0.0 0.0 2.0 0.25 - - -// #pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 // Joint parameter with main pass, values must match -// #define prescalex params.prescalex // prescale-x factor - -#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.25 0 1 0.05 -#define iscans global.iscans - -bool use_vert_scanlines_bool = false; -#pragma stage vertex -layout(location = 0) in vec4 Position; -layout(location = 1) in vec2 TexCoord; -layout(location = 0) out vec2 vTexCoord; - -void main() -{ - gl_Position = global.MVP * Position; - vTexCoord = TexCoord * 1.00001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; - -layout(set = 0, binding = 1) uniform sampler2D InfoCachePass; -layout(set = 0, binding = 3) uniform sampler2D PrePass; -layout(set = 0, binding = 4) uniform sampler2D NegativeCropAddedPass; - -#define COMPAT_TEXTURE(c,d) texture(c,d) - - -vec3 plant (vec3 tar, float r) -{ - float t = max(max(tar.r,tar.g),tar.b) + 0.00001; - return tar * r / t; -} - -// TODO need to adjust downsample -vec3 fetch_pixel(vec2 coord) -{ - vec2 prescale_tex_size = textureSize(NegativeCropAddedPass, 0); - - vec2 dx = vec2(1 / prescale_tex_size.x, 0.0) * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR; - vec2 dy = vec2(0.0, 1 / prescale_tex_size.y) * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR; - - if (use_vert_scanlines_bool) - { - dx = vec2(1 / prescale_tex_size.x, 0.0) * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR; - dy = vec2(0.0, 1 / prescale_tex_size.y) * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR; - } - - vec2 d1 = dx + dy; - vec2 d2 = dx - dy; - - float sum = 15.0; - vec3 result = 3.0*COMPAT_TEXTURE(PrePass, coord ).rgb + - 2.0*COMPAT_TEXTURE(PrePass, coord + dx).rgb + - 2.0*COMPAT_TEXTURE(PrePass, coord - dx).rgb + - 2.0*COMPAT_TEXTURE(PrePass, coord + dy).rgb + - 2.0*COMPAT_TEXTURE(PrePass, coord - dy).rgb + - COMPAT_TEXTURE(PrePass, coord + d1).rgb + - COMPAT_TEXTURE(PrePass, coord - d1).rgb + - COMPAT_TEXTURE(PrePass, coord + d2).rgb + - COMPAT_TEXTURE(PrePass, coord - d2).rgb; - - return result/sum; -} - - -void main() -{ - /* HSM Removed - vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb; - vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + vec2(0.0, params.OriginalSize.w)).rgb; - */ - - vec3 c1 = vec3(0); - vec3 c2 = vec3(0); - - // HSM Added - HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); - - use_vert_scanlines_bool = (USE_VERTICAL_SCANLINES > 0.5); - - // HSM Added - if (HSM_ROTATE_CORE_IMAGE > 0.5) - { - use_vert_scanlines_bool = !use_vert_scanlines_bool; - } - - vec2 rotated_derezed_size = HSM_GetRotatedDerezedSize(); - - float derezed_opposite_dir_res = use_vert_scanlines_bool ? rotated_derezed_size.x : rotated_derezed_size.y; - float derezed_scaled_opposite_dir_res = derezed_opposite_dir_res * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR; - - float orig_opposite_dir_res = use_vert_scanlines_bool ? ROTATED_CORE_PREPPED_SIZE.x : ROTATED_CORE_PREPPED_SIZE.y; - float scaled_opposite_dir_res = orig_opposite_dir_res * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR; - - float orig_scanline_dir_res = use_vert_scanlines_bool ? ROTATED_CORE_PREPPED_SIZE.y : ROTATED_CORE_PREPPED_SIZE.x; - - float tex_coord_scan_dir = use_vert_scanlines_bool ? vTexCoord.x : vTexCoord.y; - - vec2 downsample_offset = vec2(0, 1 / orig_opposite_dir_res / NEGATIVE_CROP_EXPAND_MULTIPLIER ); - - if (use_vert_scanlines_bool) - downsample_offset = vec2(1 / orig_opposite_dir_res / NEGATIVE_CROP_EXPAND_MULTIPLIER, 0 ); - - if ((HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR + HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR) > 0.0) - { - c1 = fetch_pixel(vTexCoord); - c2 = fetch_pixel(vTexCoord + downsample_offset); - } - else - { - c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb; - c2 = COMPAT_TEXTURE(PrePass, vTexCoord + downsample_offset).rgb; - } - vec3 c = c1; - - float intera = 1.0; - float gamma_in = clamp(GAMMA_INPUT, 1.0, 5.0); - - float m1 = max(max(c1.r,c1.g),c1.b); - float m2 = max(max(c2.r,c2.g),c2.b); - vec3 df = abs(c1-c2); - - float d = max(max(df.r,df.g),df.b); - if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001))); - - float r = m1; - - /* HSM Removed - float yres_div = 1.0; if (intres > 1.25) yres_div = intres; - - if (inter < params.OriginalSize.y/yres_div && interm > 0.5 && intres != 1.0 && intres != 0.5) - */ - - // HSM Added - if (HSM_INTERLACE_TRIGGER_RES <= derezed_scaled_opposite_dir_res && interm > 0.5) - { - intera = 0.25; - - /* HSM Removed - float line_no = clamp(floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)), 0.0, 1.0); - */ - - // HSM Added - float line_no = clamp( floor( mod( orig_opposite_dir_res * tex_coord_scan_dir, 2.0 ) ), 0.0, 1.0 ); - float frame_no = clamp(floor(mod(float(params.FrameCount),2.0)), 0.0, 1.0); - float ii = abs(line_no-frame_no); - - if (interm < 3.5) - { - c2 = plant(mix(c2, c2*c2, iscans), max(max(c2.r,c2.g),c2.b)); - r = clamp(max(m1*ii, (1.0-iscan)*min(m1,m2)), 0.0, 1.0); - c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r); - if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii); - intera = 0.0; - } - if (interm == 4.0) { c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); intera = 0.45; } - if (interm == 5.0) { c = mix(c2, c1, 0.5); c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); intera = 0.45; } - } - c = pow(c, vec3(gamma_in)); - - // if (USE_VERTICAL_SCANLINES > 0.5) - // intera = 1; - - if (vTexCoord.x > 0.5) gamma_in = intera; else gamma_in = 1.0/gamma_in; - - FragColor = vec4(c, gamma_in); -} \ No newline at end of file +#include "hsm-interlace-and-linearize.inc" \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-interlace.slang b/bezel/Mega_Bezel/shaders/guest/hsm-interlace.slang new file mode 100644 index 0000000..4325c03 --- /dev/null +++ b/bezel/Mega_Bezel/shaders/guest/hsm-interlace.slang @@ -0,0 +1,4 @@ +#version 450 + +#define DO_NOT_LINEARIZE +#include "hsm-interlace-and-linearize.inc" \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/guest/hsm-pre-shaders-afterglow.slang b/bezel/Mega_Bezel/shaders/guest/hsm-pre-shaders-afterglow.slang index f1d2678..a221eb3 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm-pre-shaders-afterglow.slang +++ b/bezel/Mega_Bezel/shaders/guest/hsm-pre-shaders-afterglow.slang @@ -48,6 +48,7 @@ layout(push_constant) uniform Push #pragma parameter sat " Afterglow Saturation -- sat" 0.50 0.0 1.0 0.01 #define sat params.sat +#pragma parameter GDV_COLOR_LINE " " 0 0 0.001 0.001 #pragma parameter bogus_color "[ COLOR TWEAKS ]:" 0.0 0.0 1.0 1.0 #pragma parameter CS " Display Gamut: sRGB, Modern, DCI, Adobe, Rec.2020 -- CS" 0.0 0.0 4.0 1.0 diff --git a/bezel/Mega_Bezel/shaders/guest/hsm_crt-guest-advanced-release-version.txt b/bezel/Mega_Bezel/shaders/guest/hsm_crt-guest-advanced-release-version.txt index e01ce6c..f0c611f 100644 --- a/bezel/Mega_Bezel/shaders/guest/hsm_crt-guest-advanced-release-version.txt +++ b/bezel/Mega_Bezel/shaders/guest/hsm_crt-guest-advanced-release-version.txt @@ -1 +1 @@ -crt-guest-advanced-2022-10-11-release1 \ No newline at end of file +crt-guest-advanced-2022-11-28-release1 \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/guest/ntsc/hsm-ntsc-pass1.slang b/bezel/Mega_Bezel/shaders/guest/ntsc/hsm-ntsc-pass1.slang index eaacf96..533fd26 100644 --- a/bezel/Mega_Bezel/shaders/guest/ntsc/hsm-ntsc-pass1.slang +++ b/bezel/Mega_Bezel/shaders/guest/ntsc/hsm-ntsc-pass1.slang @@ -15,13 +15,16 @@ layout(std140, set = 0, binding = 0) uniform UBO float quality, ntsc_sat, cust_fringing, cust_artifacting, ntsc_bright, ntsc_scale, ntsc_fields, ntsc_phase, ntsc_sharp; } global; +#pragma parameter NTSC_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter ntsc_title "[ NTSC ]:" 0 0 0.01 0.01 #pragma parameter ntsc_sat " Color Saturation" 1.0 0.0 2.0 0.01 #pragma parameter ntsc_bright " Brightness" 1.0 0.0 1.5 0.01 +#pragma parameter NTSC_QUALITY_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter ntsc_quality_title " [ NTSC QUALITY ]:" 0 0 0.01 0.01 #pragma parameter quality " Preset: S-Video | Composite | RF | Custom:-1 -- quality" 1.0 -1.0 2.0 1.0 #pragma parameter ntsc_phase " Phase: Auto | 2 phase | 3 phase" 1.0 1.0 3.0 1.0 #pragma parameter ntsc_scale " Resolution Scaling" 1.0 0.20 2.5 0.01 +#pragma parameter NTSC_CUSTOM_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter ntsc_custom_title " [ NTSC Custom Options]:" 0 0 0.01 0.01 #pragma parameter ntsc_fields " Merge Fields" 0.0 0.0 1.0 1.0 #pragma parameter cust_fringing " Fringing" 0.0 0.0 5.0 0.1 diff --git a/bezel/Mega_Bezel/shaders/guest/ntsc/hsm-ntsc-pass3.slang b/bezel/Mega_Bezel/shaders/guest/ntsc/hsm-ntsc-pass3.slang index f1b88bd..ef8d986 100644 --- a/bezel/Mega_Bezel/shaders/guest/ntsc/hsm-ntsc-pass3.slang +++ b/bezel/Mega_Bezel/shaders/guest/ntsc/hsm-ntsc-pass3.slang @@ -16,6 +16,7 @@ layout(std140, set = 0, binding = 0) uniform UBO float blendMode; } global; +#pragma parameter NTSC_SHARPNESS_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter ntsc_sharpness_title " [ NTSC SHARPNESS ]:" 0 0 0.01 0.01 #pragma parameter ntsc_sharp " Sharpness (Negative: Adaptive)" 0.0 -10.0 10.0 0.50 #pragma parameter ntsc_shape " Sharpness Shape" 0.75 0.5 1.0 0.05 diff --git a/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang b/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang index a05c239..c4ffa8d 100644 --- a/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang +++ b/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang @@ -38,6 +38,7 @@ layout(push_constant) uniform Push float HSM_DEDITHER_MODE; } params; +#pragma parameter HSM_DEDITHERING_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT & HYLLIAN DE-DITHERING --- ]:" 0 0 0.01 0.01 #pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 diff --git a/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/linearize.slang b/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/linearize.slang index bd6e412..0c88b23 100644 --- a/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/linearize.slang +++ b/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/linearize.slang @@ -11,6 +11,7 @@ layout(push_constant) uniform Push float HSM_DEDITHER_MODE; } params; +#pragma parameter HSM_DEDITHERING_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT & HYLLIAN DE-DITHERING --- ]:" 0 0 0.01 0.01 #pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 diff --git a/bezel/Mega_Bezel/shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang b/bezel/Mega_Bezel/shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang index dd83c50..c5b2d89 100644 --- a/bezel/Mega_Bezel/shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang +++ b/bezel/Mega_Bezel/shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang @@ -41,6 +41,7 @@ layout(push_constant) uniform Push float SUPERXBR_ON; } params; +#pragma parameter HSM_SUPER_XBR_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter SUPERXBR_TITLE "[ --- SUPER-XBR by HYLLIAN --- ]:" 0 0 0.01 0.01 #pragma parameter SUPERXBR_ON " Super-XBR ON" 1 0 1 1 #define SUPERXBR_ON params.SUPERXBR_ON diff --git a/bezel/Mega_Bezel/shaders/hyllian/cubic/hsm-drez-b-spline-x.slang b/bezel/Mega_Bezel/shaders/hyllian/cubic/hsm-drez-b-spline-x.slang index 9fd9080..adb423f 100644 --- a/bezel/Mega_Bezel/shaders/hyllian/cubic/hsm-drez-b-spline-x.slang +++ b/bezel/Mega_Bezel/shaders/hyllian/cubic/hsm-drez-b-spline-x.slang @@ -40,7 +40,7 @@ layout(std140, set = 0, binding = 0) uniform UBO mat4 MVP; } global; -#pragma parameter HSM_DREZ_TITLE "[ DREZ DOWNSAMPLE FILTER - HYLLIAN - DREZ PRESETS ONLY ]:" 0 0 0.01 0.01 +#pragma parameter HSM_DREZ_TITLE "[ DREZ DOWNSAMPLE FILTER - HYLLIAN - DREZ PRESETS ONLY ]:" 0 0 0.001 0.001 #pragma parameter C_FILTER_MODE " DREZ Filter: B-SPLINE | BICUBIC | CATMULL-ROM | BICUBIC H" 0.0 0.0 3.0 1.0 #define C_FILTER_MODE params.C_FILTER_MODE diff --git a/bezel/Mega_Bezel/shaders/lcd-cgwg/hsm-lcd-grid-v2-basic-border.slang b/bezel/Mega_Bezel/shaders/lcd-cgwg/hsm-lcd-grid-v2-basic-border.slang deleted file mode 100644 index f87b534..0000000 --- a/bezel/Mega_Bezel/shaders/lcd-cgwg/hsm-lcd-grid-v2-basic-border.slang +++ /dev/null @@ -1,5 +0,0 @@ -#version 450 - -#include "../base/common/globals-and-basic-params.inc" -#include "../base/common/common-functions.inc" -#include "hsm-lcd-grid-v2.inc" \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/lcd-cgwg/hsm-lcd-grid-v2.inc b/bezel/Mega_Bezel/shaders/lcd-cgwg/hsm-lcd-grid-v2.inc index b732f74..8b6e32b 100644 --- a/bezel/Mega_Bezel/shaders/lcd-cgwg/hsm-lcd-grid-v2.inc +++ b/bezel/Mega_Bezel/shaders/lcd-cgwg/hsm-lcd-grid-v2.inc @@ -17,6 +17,7 @@ layout(push_constant) uniform Push float LCD_BGR; } param; +#pragma parameter LCDGRID_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter LCD_TITLE "[ --- LCD GRID V2 --- ]:" 0 0 0.01 0.01 #pragma parameter LCD_SUBPIX_TITLE "[ SUBPIXEL COLORS ]:" 0 0 0.01 0.01 #pragma parameter LCD_RSUBPIX_R " Colour of R subpixel: R" 0.75 0.0 1.0 0.01 @@ -28,6 +29,7 @@ layout(push_constant) uniform Push #pragma parameter LCD_BSUBPIX_R " Colour of B subpixel: R" 0.0 0.0 1.0 0.01 #pragma parameter LCD_BSUBPIX_G " Colour of B subpixel: G" 0.0 0.0 1.0 0.01 #pragma parameter LCD_BSUBPIX_B " Colour of B subpixel: B" 0.75 0.0 1.0 0.01 +#pragma parameter LCDGRID_BRIGHTNESS_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter LCD_BRIGHT_TITLE "[ BRIGHTNESS & GAMMA ]:" 0 0 0.01 0.01 #pragma parameter LCD_GAIN " Gain" 1.75 0.5 2.0 0.05 #pragma parameter LCD_GAMMA " LCD Gamma" 2.5 0.5 5.0 0.1 @@ -65,8 +67,6 @@ vec3 fetch_offset(sampler2D in_sampler, vec2 coord, vec2 offset) offset = vec2(0); vec2 texel_size = 1 / CROPPED_ROTATED_SIZE; vec2 pixel_coord = SAMPLE_AREA_START_PIXEL_COORD + coord * CROPPED_ROTATED_SIZE + offset; - vec2 raw_coord = pixel_coord / ROTATED_CORE_PREPPED_SIZE; - vec3 out_rgb = HSM_GetCroppedTexSample(in_sampler, coord + offset * texel_size).rgb; out_rgb = pow(vec3(param.LCD_GAIN) * out_rgb, vec3(param.LCD_GAMMA)); @@ -173,8 +173,5 @@ void main() // HSM Added FragColor = vec4(averageColor, 1); - - // HSM add output gamma - FragColor = HSM_Delinearize(FragColor, HSM_GAMMA_OUT_CRT); - // End Addition + FragColor = pow(FragColor, vec4(1 / (HSM_GAMMA_OUT_CRT / DEFAULT_SRGB_GAMMA))); } diff --git a/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass0.slang b/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass0.slang index b56b2e0..bfcebbf 100644 --- a/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass0.slang +++ b/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass0.slang @@ -25,6 +25,7 @@ layout(std140, set = 0, binding = 0) uniform UBO mat4 MVP; } global; +#pragma parameter HSM_DEDITHERING_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT & HYLLIAN DE-DITHERING --- ]:" 0 0 0.01 0.01 #pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 diff --git a/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron-hdr-pass.slang b/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron-hdr-pass.slang index 8a82db3..0b75ed6 100644 --- a/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron-hdr-pass.slang +++ b/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron-hdr-pass.slang @@ -47,10 +47,10 @@ layout(std140, set = 0, binding = 0) uniform UBO #include "include/parameters.h" -#define HCRT_HDR 0 -#define HCRT_MAX_NITS 700 -#define HCRT_PAPER_WHITE_NITS 700 -#define HCRT_EXPAND_GAMUT 0 +#define HCRT_HDR params.hcrt_hdr +#define HCRT_MAX_NITS params.hcrt_max_nits +#define HCRT_PAPER_WHITE_NITS params.hcrt_paper_white_nits +#define HCRT_EXPAND_GAMUT params.hcrt_expand_gamut #define HCRT_COLOUR_ACCURATE params.hcrt_colour_accurate #define COMPAT_TEXTURE(c, d) texture(c, d) diff --git a/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron-source-pass.slang b/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron-source-pass.slang index bece3dd..8feb7c1 100644 --- a/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron-source-pass.slang +++ b/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron-source-pass.slang @@ -43,7 +43,7 @@ layout(push_constant) uniform Push float hcrt_colour_accurate; } params; -/* HSM Removed + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -52,14 +52,14 @@ layout(std140, set = 0, binding = 0) uniform UBO vec4 OutputSize; uint FrameCount; } global; -*/ -#include "../base/common/globals-and-screen-scale-params.inc" -#include "../base/common/helper-functions.inc" + +// #include "../base/common/globals-and-screen-scale-params.inc" +// #include "../base/common/helper-functions.inc" #include "include/parameters.h" -#define HCRT_HDR 0 +#define HCRT_HDR params.hcrt_hdr #define HCRT_OUTPUT_COLOUR_SPACE params.hcrt_colour_space #define HCRT_CRT_COLOUR_SYSTEM params.hcrt_colour_system #define HCRT_WHITE_TEMPERATURE params.hcrt_white_temperature @@ -93,12 +93,9 @@ void main() { vec3 source = COMPAT_TEXTURE(Source, vTexCoord).rgb; - // Put the source back in the original gamma space as is expected by Megatron - source = HSM_Delinearize(vec4(source, 1), GAMMA_INPUT).rgb; - const vec3 colour = ColourGrade(source); - vec3 transformed_colour = colour; + vec3 transformed_colour; if((HCRT_HDR < 1.0f) && (HCRT_COLOUR_ACCURATE < 1.0f)) { diff --git a/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron.inc b/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron.inc index f67e7ab..10a267a 100644 --- a/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron.inc +++ b/bezel/Mega_Bezel/shaders/megatron/crt-sony-megatron.inc @@ -23,7 +23,8 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RG #define ENABLE_BLACK_WHITE_MASKS 0 -#pragma format A2B10G10R10_UNORM_PACK32 +// HSM Removed, For the Mega Bezel this is not the final pass +// #pragma format A2B10G10R10_UNORM_PACK32 layout(push_constant) uniform Push { @@ -91,11 +92,11 @@ layout(std140, set = 0, binding = 0) uniform UBO #include "include/parameters.h" -#define HCRT_HDR 0 +#define HCRT_HDR params.hcrt_hdr #define HCRT_OUTPUT_COLOUR_SPACE params.hcrt_colour_space -#define HCRT_MAX_NITS 700 -#define HCRT_PAPER_WHITE_NITS 700 -#define HCRT_EXPAND_GAMUT 0 +#define HCRT_MAX_NITS params.hcrt_max_nits +#define HCRT_PAPER_WHITE_NITS params.hcrt_paper_white_nits +#define HCRT_EXPAND_GAMUT params.hcrt_expand_gamut #define HCRT_GAMMA_OUT params.hcrt_gamma_out #define HCRT_COLOUR_ACCURATE params.hcrt_colour_accurate @@ -744,7 +745,7 @@ const uint kShadowMasks8K1000TVL[kBGRAxis][kMaxShadowMaskSizeY][kMaxShadowMaskSi #define kMaxSlotSizeX 2 const float kSlotMaskSizeX[kResolutionAxis][kTVLAxis] = { { 4.0f, 2.0f, 1.0f, 1.0f }, { 7.0f, 4.0f, 3.0f, 2.0f }, { 7.0f, 7.0f, 5.0f, 4.0f } }; //1080p: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 4K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 8K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL -const float kSlotMaskSizeY[kResolutionAxis][kTVLAxis] = { { 4.0f, 4.0f, 1.0f, 1.0f }, { 6.0f, 4.0f, 4.0f, 4.0f }, { 6.0f, 6.0f, 4.0f, 4.0f } }; //1080p: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 4K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 8K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL +const float kSlotMaskSizeY[kResolutionAxis][kTVLAxis] = { { 4.0f, 4.0f, 1.0f, 1.0f }, { 8.0f, 6.0f, 4.0f, 4.0f }, { 6.0f, 6.0f, 4.0f, 4.0f } }; //1080p: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 4K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 8K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL // 1080p @@ -849,7 +850,7 @@ const uint kSlotMasks1080p1000TVL[kBGRAxis][kMaxSlotSizeY][kMaxSlotSizeX][kMaxSl // 300 TVL #define kMaxSlotMaskSize 7 -#define kMaxSlotSizeY 6 +#define kMaxSlotSizeY 8 #define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack } @@ -857,9 +858,9 @@ const uint kSlotMasks1080p1000TVL[kBGRAxis][kMaxSlotSizeY][kMaxSlotSizeX][kMaxSl #define kRRBBGGX { kRed, kRed, kBlue, kBlue, kGreen, kGreen, kBlack } #define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack } -#define kRRGGBBXRRGGBBX_RRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_RRGGBBXRRGGBBX_XXXXRRGGBBX { { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kXXXX }, { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kRRGGBBX }, { kXXXX, kRRGGBBX } } -#define kRRBBGGXRRBBGGX_RRBBGGXRRBBGGX_RRBBGGXXXXX_RRBBGGXRRBBGGX_RRBBGGXRRBBGGX_XXXXRRBBGGX { { kRRBBGGX, kRRBBGGX }, { kRRBBGGX, kRRBBGGX }, { kRRBBGGX, kXXXX }, { kRRBBGGX, kRRBBGGX }, { kRRBBGGX, kRRBBGGX }, { kXXXX, kRRBBGGX } } -#define kBBGGRRXBBGGRRX_BBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_BBGGRRXBBGGRRX_XXXXBBGGRRX { { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kXXXX }, { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kBBGGRRX }, { kXXXX, kBBGGRRX } } +#define kRRGGBBXRRGGBBX_RRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_RRGGBBXRRGGBBX_XXXXRRGGBBX { { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kXXXX }, { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kRRGGBBX }, { kXXXX, kRRGGBBX } } +#define kRRBBGGXRRBBGGX_RRBBGGXRRBBGGX_RRBBGGXXXXX_RRBBGGXRRBBGGX_RRBBGGXRRBBGGX_XXXXRRBBGGX { { kRRBBGGX, kRRBBGGX }, { kRRBBGGX, kRRBBGGX }, { kRRBBGGX, kRRBBGGX }, { kRRBBGGX, kXXXX }, { kRRBBGGX, kRRBBGGX }, { kRRBBGGX, kRRBBGGX }, { kRRBBGGX, kRRBBGGX }, { kXXXX, kRRBBGGX } } +#define kBBGGRRXBBGGRRX_BBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_BBGGRRXBBGGRRX_XXXXBBGGRRX { { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kXXXX }, { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kBBGGRRX }, { kXXXX, kBBGGRRX } } const uint kSlotMasks4K300TVL[kBGRAxis][kMaxSlotSizeY][kMaxSlotSizeX][kMaxSlotMaskSize] = { @@ -882,7 +883,7 @@ const uint kSlotMasks4K300TVL[kBGRAxis][kMaxSlotSizeY][kMaxSlotSizeX][kMaxSlotMa // 600 TVL #define kMaxSlotMaskSize 4 -#define kMaxSlotSizeY 4 +#define kMaxSlotSizeY 6 #define kXXXX { kBlack, kBlack, kBlack, kBlack } @@ -890,9 +891,9 @@ const uint kSlotMasks4K300TVL[kBGRAxis][kMaxSlotSizeY][kMaxSlotSizeX][kMaxSlotMa #define kRBGX { kRed, kBlue, kGreen, kBlack } #define kBGRX { kBlue, kGreen, kRed, kBlack } -#define kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX { { kRGBX, kRGBX }, { kRGBX, kXXXX }, { kRGBX, kRGBX }, { kXXXX, kRGBX } } -#define kRBGXRBGX_RBGXXXXX_RBGXRBGX_XXXXRBGX { { kRBGX, kRBGX }, { kRBGX, kXXXX }, { kRBGX, kRBGX }, { kXXXX, kRBGX } } -#define kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX { { kBGRX, kBGRX }, { kBGRX, kXXXX }, { kBGRX, kBGRX }, { kXXXX, kBGRX } } +#define kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX { { kRGBX, kRGBX }, { kRGBX, kRGBX }, { kRGBX, kXXXX }, { kRGBX, kRGBX }, { kRGBX, kRGBX }, { kXXXX, kRGBX }} +#define kRBGXRBGX_RBGXXXXX_RBGXRBGX_XXXXRBGX { { kRBGX, kRBGX }, { kRBGX, kRBGX }, { kRBGX, kXXXX }, { kRBGX, kRBGX }, { kRBGX, kRBGX }, { kXXXX, kRBGX }} +#define kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX { { kBGRX, kBGRX }, { kBGRX, kBGRX }, { kBGRX, kXXXX }, { kBGRX, kBGRX }, { kBGRX, kBGRX }, { kXXXX, kBGRX }} const uint kSlotMasks4K600TVL[kBGRAxis][kMaxSlotSizeY][kMaxSlotSizeX][kMaxSlotMaskSize] = { @@ -1458,25 +1459,25 @@ void main() { case k300TVL: { - colour_mask = kSlotMasks1080p300TVL[lcd_subpixel_layout][slot_x][slot_y][mask]; + colour_mask = kSlotMasks1080p300TVL[lcd_subpixel_layout][slot_y][slot_x][mask]; break; } case k600TVL: { - colour_mask = kSlotMasks1080p600TVL[lcd_subpixel_layout][slot_x][slot_y][mask]; + colour_mask = kSlotMasks1080p600TVL[lcd_subpixel_layout][slot_y][slot_x][mask]; break; } case k800TVL: { - colour_mask = kSlotMasks1080p800TVL[lcd_subpixel_layout][slot_x][slot_y][mask]; + colour_mask = kSlotMasks1080p800TVL[lcd_subpixel_layout][slot_y][slot_x][mask]; break; } case k1000TVL: { - colour_mask = kSlotMasks1080p1000TVL[lcd_subpixel_layout][slot_x][slot_y][mask]; + colour_mask = kSlotMasks1080p1000TVL[lcd_subpixel_layout][slot_y][slot_x][mask]; break; } @@ -1494,25 +1495,25 @@ void main() { case k300TVL: { - colour_mask = kSlotMasks4K300TVL[lcd_subpixel_layout][slot_x][slot_y][mask]; + colour_mask = kSlotMasks4K300TVL[lcd_subpixel_layout][slot_y][slot_x][mask]; break; } case k600TVL: { - colour_mask = kSlotMasks4K600TVL[lcd_subpixel_layout][slot_x][slot_y][mask]; + colour_mask = kSlotMasks4K600TVL[lcd_subpixel_layout][slot_y][slot_x][mask]; break; } case k800TVL: { - colour_mask = kSlotMasks4K800TVL[lcd_subpixel_layout][slot_x][slot_y][mask]; + colour_mask = kSlotMasks4K800TVL[lcd_subpixel_layout][slot_y][slot_x][mask]; break; } case k1000TVL: { - colour_mask = kSlotMasks4K1000TVL[lcd_subpixel_layout][slot_x][slot_y][mask]; + colour_mask = kSlotMasks4K1000TVL[lcd_subpixel_layout][slot_y][slot_x][mask]; break; } @@ -1530,25 +1531,25 @@ void main() { case k300TVL: { - colour_mask = kSlotMasks8K300TVL[lcd_subpixel_layout][slot_x][slot_y][mask]; + colour_mask = kSlotMasks8K300TVL[lcd_subpixel_layout][slot_y][slot_x][mask]; break; } case k600TVL: { - colour_mask = kSlotMasks8K600TVL[lcd_subpixel_layout][slot_x][slot_y][mask]; + colour_mask = kSlotMasks8K600TVL[lcd_subpixel_layout][slot_y][slot_x][mask]; break; } case k800TVL: { - colour_mask = kSlotMasks8K800TVL[lcd_subpixel_layout][slot_x][slot_y][mask]; + colour_mask = kSlotMasks8K800TVL[lcd_subpixel_layout][slot_y][slot_x][mask]; break; } case k1000TVL: { - colour_mask = kSlotMasks8K1000TVL[lcd_subpixel_layout][slot_x][slot_y][mask]; + colour_mask = kSlotMasks8K1000TVL[lcd_subpixel_layout][slot_y][slot_x][mask]; break; } @@ -1675,6 +1676,7 @@ void main() scanline_colour += scanline_channel_2 * kColourMask[channel_2]; } +/* vec3 transformed_colour; if(HCRT_COLOUR_ACCURATE >= 1.0f) @@ -1703,4 +1705,14 @@ void main() GammaCorrect(transformed_colour, gamma_corrected); FragColor = vec4(gamma_corrected, 1.0f); +*/ + + scanline_colour = pow(scanline_colour, vec3(1 / (HSM_GAMMA_OUT_CRT / GAMMA_INPUT))); + FragColor = vec4(scanline_colour, 1.0f); + +/* + vec3 output_colour = vec3(0); + LinearToOutputColor(scanline_colour, output_colour); + FragColor = vec4(output_colour, 1.0f); +*/ } diff --git a/bezel/Mega_Bezel/shaders/megatron/hdr10.slang b/bezel/Mega_Bezel/shaders/megatron/hdr10.slang index 1f7f913..1eedb70 100644 --- a/bezel/Mega_Bezel/shaders/megatron/hdr10.slang +++ b/bezel/Mega_Bezel/shaders/megatron/hdr10.slang @@ -22,7 +22,7 @@ layout(push_constant) uniform Push float ExpandGamut; } params; -#pragma parameter PaperWhiteNits "Paper White Luminance" 450.0 0.0 10000.0 10.0 +#pragma parameter PaperWhiteNits "Paper White Luminance" 200.0 0.0 10000.0 10.0 #pragma parameter ExpandGamut "ExpandGamut" 1.0 0.0 1.0 1.0 layout(std140, set = 0, binding = 0) uniform UBO diff --git a/bezel/Mega_Bezel/shaders/megatron/include/colour_grade.h b/bezel/Mega_Bezel/shaders/megatron/include/colour_grade.h index 9aa2c30..c34417c 100644 --- a/bezel/Mega_Bezel/shaders/megatron/include/colour_grade.h +++ b/bezel/Mega_Bezel/shaders/megatron/include/colour_grade.h @@ -73,7 +73,9 @@ vec3 WhiteBalance(float temperature, vec3 colour) float r601ToLinear_1(const float channel) { - return (channel >= 0.081f) ? pow((channel + 0.099f) * (1.0f / 1.099f), (1.0f / 0.45f)) : channel * (1.0f / 4.5f); + //return (channel >= 0.081f) ? pow((channel + 0.099f) * (1.0f / 1.099f), (1.0f / 0.45f)) : channel * (1.0f / 4.5f); + //return (channel >= 0.081f) ? pow((channel + 0.099f) * (1.0f / 1.099f), HCRT_GAMMA_IN) : channel * (1.0f / 4.5f); + return pow((channel + 0.099f) * (1.0f / 1.099f), HCRT_GAMMA_IN); } vec3 r601ToLinear(const vec3 colour) @@ -84,7 +86,9 @@ vec3 r601ToLinear(const vec3 colour) float r709ToLinear_1(const float channel) { - return (channel >= 0.081f) ? pow((channel + 0.099f) * (1.0f / 1.099f), (1.0f / 0.45f)) : channel * (1.0f / 4.5f); + //return (channel >= 0.081f) ? pow((channel + 0.099f) * (1.0f / 1.099f), (1.0f / 0.45f)) : channel * (1.0f / 4.5f); + //return (channel >= 0.081f) ? pow((channel + 0.099f) * (1.0f / 1.099f), HCRT_GAMMA_IN) : channel * (1.0f / 4.5f); + return pow((channel + 0.099f) * (1.0f / 1.099f), HCRT_GAMMA_IN); } vec3 r709ToLinear(const vec3 colour) @@ -173,7 +177,7 @@ vec3 ColourGrade(const vec3 colour) const vec3 white_point = WhiteBalance(kTemperatures[colour_system] + HCRT_WHITE_TEMPERATURE, colour); - const vec3 linear = pow(white_point, vec3(HCRT_GAMMA_IN)); + const vec3 linear = r601ToLinear(white_point); //pow(white_point, vec3(HCRT_GAMMA_IN)); const vec3 xyz = linear * kColourGamut[colour_system]; diff --git a/bezel/Mega_Bezel/shaders/megatron/include/gamma_correct.h b/bezel/Mega_Bezel/shaders/megatron/include/gamma_correct.h index 7a87c65..63f3805 100644 --- a/bezel/Mega_Bezel/shaders/megatron/include/gamma_correct.h +++ b/bezel/Mega_Bezel/shaders/megatron/include/gamma_correct.h @@ -14,7 +14,8 @@ const mat3 kXYZ_to_DCIP3 = mat3 ( float LinearTosRGB_1(const float channel) { - return (channel > 0.0031308f) ? (1.055f * pow(channel, 1.0f / HCRT_GAMMA_OUT)) - 0.055f : channel * 12.92f; + //return (channel > 0.0031308f) ? (1.055f * pow(channel, 1.0f / HCRT_GAMMA_OUT)) - 0.055f : channel * 12.92f; + return (1.055f * pow(channel, 1.0f / HCRT_GAMMA_OUT)) - 0.055f; } vec3 LinearTosRGB(const vec3 colour) @@ -24,7 +25,8 @@ vec3 LinearTosRGB(const vec3 colour) float LinearTo709_1(const float channel) { - return (channel >= 0.018f) ? pow(channel * 1.099f, 1.0f / (HCRT_GAMMA_OUT - 0.18f)) - 0.099f : channel * 4.5f; // Gamma: 2.4 - 0.18 = 2.22 + //return (channel >= 0.018f) ? pow(channel * 1.099f, 1.0f / (HCRT_GAMMA_OUT - 0.18f)) - 0.099f : channel * 4.5f; // Gamma: 2.4 - 0.18 = 2.22 + return pow(channel * 1.099f, 1.0f / (HCRT_GAMMA_OUT - 0.18f)) - 0.099f; } vec3 LinearTo709(const vec3 colour) @@ -63,4 +65,36 @@ void GammaCorrect(const vec3 scanline_colour, inout vec3 gamma_corrected) { gamma_corrected = LinearToST2084(scanline_colour); } +} + +void LinearToOutputColor(const vec3 scanline_colour, inout vec3 output_color) +{ + vec3 transformed_colour; + + if(HCRT_COLOUR_ACCURATE >= 1.0f) + { + if(HCRT_HDR >= 1.0f) + { + const vec3 rec2020 = scanline_colour * k2020Gamuts[uint(HCRT_EXPAND_GAMUT)]; + transformed_colour = rec2020 * (HCRT_PAPER_WHITE_NITS / kMaxNitsFor2084); + } + else if(HCRT_OUTPUT_COLOUR_SPACE == 2.0f) + { + transformed_colour = (scanline_colour * k709_to_XYZ) * kXYZ_to_DCIP3; + } + else + { + transformed_colour = scanline_colour; + } + } + else + { + transformed_colour = scanline_colour; + } + + vec3 gamma_corrected; + + GammaCorrect(transformed_colour, gamma_corrected); + + output_color = gamma_corrected; } \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/megatron/include/parameters-hdr-color.h b/bezel/Mega_Bezel/shaders/megatron/include/parameters-hdr-color.h new file mode 100644 index 0000000..ebb91ca --- /dev/null +++ b/bezel/Mega_Bezel/shaders/megatron/include/parameters-hdr-color.h @@ -0,0 +1,95 @@ + +layout(push_constant) uniform Push +{ + // User Settings + float hcrt_hdr; + float hcrt_colour_space; + float hcrt_colour_system; + float hcrt_colour_accurate; + float hcrt_max_nits; + float hcrt_paper_white_nits; + float hcrt_expand_gamut; + float hcrt_gamma_out; + float hcrt_white_temperature; + float hcrt_brightness; + float hcrt_contrast; + float hcrt_saturation; + float hcrt_gamma_in; +} params; + +// #pragma parameter hcrt_color_settings "[ COLOR SETTINGS HDR/SDR INPUT/OUTPUT by MajorPainTheCactus ]:" 0.0 0.0 0.0001 0.0001 +// #pragma parameter hcrt_space0 " " 0.0 0.0 0.0001 0.0001 +// #pragma parameter hcrt_support0 "If image is dark, try turning up your TV's brightness" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_support1 "HDR mode: Set the peak luminance to that of your TV." 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_support2 "Then adjust paper white luminance until it looks right" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_support3 " " 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_support4 "Default white points for the different colour systems:" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_support5 " 709, PAL & NTSC-U: 6500K, NTSC-J: 9300K" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_space1 " " 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_user_settings "[ YOUR DISPLAY'S SETTINGS ]:" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_hdr " SDR | HDR" 0.0 0.0 1.0 1.0 +#pragma parameter hcrt_colour_accurate " Mask Accurate/Colour Accurate" 1.0 0.0 1.0 1.0 +#pragma parameter hcrt_colour_space " Display's Colour Space: r709 | sRGB | DCI-P3" 1.0 0.0 2.0 1.0 +#pragma parameter hcrt_max_nits " HDR: Display's Peak Luminance" 1000.0 0.0 10000.0 10.0 +#pragma parameter hcrt_paper_white_nits " HDR: Display's Paper White Luminance" 200.0 0.0 10000.0 10.0 +#pragma parameter hcrt_expand_gamut " HDR: Original/Vivid" 0.0 0.0 1.0 1.0 +// #pragma parameter hcrt_lcd_resolution " Display's Resolution: 1080p | 4K | 8K" 1.0 0.0 2.0 1.0 +// #pragma parameter hcrt_lcd_subpixel " Display's Subpixel Layout: RGB | RWBG (OLED) | BGR" 0.0 0.0 2.0 1.0 +#pragma parameter hcrt_space2 " " 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_developer_settings "[ CRT SETTINGS ]:" 0.0 0.0 0.0001 0.0001 +// #pragma parameter hcrt_title "[ --- SONY MEGATRON COLOUR VIDEO MONITOR --- ]" 0.0 0.0 0.0001 0.0001 +// #pragma parameter hcrt_crt_screen_type " Screen Type: APERTURE GRILLE | SHADOW MASK | SLOT MASK" 0.0 0.0 2.0 1.0 +// #pragma parameter hcrt_crt_resolution " Resolution: 300TVL | 600TVL | 800TVL | 1000TVL" 1.0 0.0 3.0 1.0 +#pragma parameter hcrt_colour_system " Colour System: r709 | PAL | NTSC-U | NTSC-J" 2.0 0.0 3.0 1.0 +#pragma parameter hcrt_white_temperature " White Temperature Offset (Kelvin)" 0.0 -5000.0 12000.0 100.0 +#pragma parameter hcrt_brightness " Brightness" 0.0 -1.0 1.0 0.01 +#pragma parameter hcrt_contrast " Contrast" 0.0 -1.0 1.0 0.01 +#pragma parameter hcrt_saturation " Saturation" 0.0 -1.0 1.0 0.01 +#pragma parameter hcrt_gamma_in " Gamma In" 2.22 1.22 3.22 0.01 +#pragma parameter hcrt_gamma_out " Gamma Out" 2.4 2.0 2.8 0.005 +// #pragma parameter hcrt_pin_phase " Pin Phase" 0.00 -0.2 0.2 0.01 +// #pragma parameter hcrt_pin_amp " Pin Amp" 0.00 -0.2 0.2 0.01 +// #pragma parameter hcrt_space3 " " 0.0 0.0 0.0001 0.0001 +// #pragma parameter hcrt_developer_settings0 "[ VERTICAL SETTINGS ]:" 0.0 0.0 0.0001 0.0001 +// #pragma parameter hcrt_v_size " Vertical Size" 1.00 0.8 1.2 0.01 +// #pragma parameter hcrt_v_cent " Vertical Center" 0.00 -200.0 200.0 1.0 +// #pragma parameter hcrt_red_vertical_convergence " Red Vertical Deconvergence" 0.00 -10.0 10.0 0.01 +// #pragma parameter hcrt_green_vertical_convergence " Green Vertical Deconvergence" 0.00 -10.0 10.0 0.01 +// #pragma parameter hcrt_blue_vertical_convergence " Blue Vertical Deconvergence" 0.00 -10.0 10.0 0.01 +// #pragma parameter hcrt_red_scanline_min " Red Scanline Min" 0.50 0.0 2.0 0.01 +// #pragma parameter hcrt_red_scanline_max " Red Scanline Max" 1.00 0.0 2.0 0.01 +// #pragma parameter hcrt_red_scanline_attack " Red Scanline Attack" 0.20 0.0 1.0 0.01 +// #pragma parameter hcrt_green_scanline_min " Green Scanline Min" 0.50 0.0 2.0 0.01 +// #pragma parameter hcrt_green_scanline_max " Green Scanline Max" 1.00 0.0 2.0 0.01 +// #pragma parameter hcrt_green_scanline_attack " Green Scanline Attack" 0.20 0.0 1.0 0.01 +// #pragma parameter hcrt_blue_scanline_min " Blue Scanline Min" 0.50 0.0 2.0 0.01 +// #pragma parameter hcrt_blue_scanline_max " Blue Scanline Max" 1.00 0.0 2.0 0.01 +// #pragma parameter hcrt_blue_scanline_attack " Blue Scanline Attack" 0.20 0.0 1.0 0.01 +// #pragma parameter hcrt_space4 " " 0.0 0.0 0.0001 0.0001 +// #pragma parameter hcrt_developer_settings1 "[ HORIZONTAL SETTINGS ]:" 0.0 0.0 0.0001 0.0001 +// #pragma parameter hcrt_h_size " Horizontal Size" 1.00 0.8 1.2 0.01 +// #pragma parameter hcrt_h_cent " Horizontal Center" 0.00 -200.0 200.0 1.0 +// #pragma parameter hcrt_red_horizontal_convergence " Red Horizontal Deconvergence" 0.00 -10.0 10.0 0.01 +// #pragma parameter hcrt_green_horizontal_convergence " Green Horizontal Deconvergence" 0.00 -10.0 10.0 0.01 +// #pragma parameter hcrt_blue_horizontal_convergence " Blue Horizontal Deconvergence" 0.00 -10.0 10.0 0.01 +// #pragma parameter hcrt_red_beam_sharpness " Red Beam Sharpness" 1.75 0.0 5.0 0.05 +// #pragma parameter hcrt_red_beam_attack " Red Beam Attack" 0.50 0.0 2.0 0.01 +// #pragma parameter hcrt_green_beam_sharpness " Green Beam Sharpness" 1.75 0.0 5.0 0.05 +// #pragma parameter hcrt_green_beam_attack " Green Beam Attack" 0.50 0.0 2.0 0.01 +// #pragma parameter hcrt_blue_beam_sharpness " Blue Beam Sharpness" 1.75 0.0 5.0 0.05 +// #pragma parameter hcrt_blue_beam_attack " Blue Beam Attack" 0.50 0.0 2.0 0.01 + +#define HCRT_HDR params.hcrt_hdr +#define HCRT_COLOUR_ACCURATE params.hcrt_colour_accurate +#define HCRT_OUTPUT_COLOUR_SPACE params.hcrt_colour_space +#define HCRT_CRT_COLOUR_SYSTEM params.hcrt_colour_system +#define HCRT_MAX_NITS params.hcrt_max_nits +#define HCRT_PAPER_WHITE_NITS params.hcrt_paper_white_nits +#define HCRT_EXPAND_GAMUT params.hcrt_expand_gamut +#define HCRT_GAMMA_OUT params.hcrt_gamma_out +#define HCRT_WHITE_TEMPERATURE params.hcrt_white_temperature +#define HCRT_BRIGHTNESS params.hcrt_brightness +#define HCRT_CONTRAST params.hcrt_contrast +#define HCRT_SATURATION params.hcrt_saturation +#define HCRT_GAMMA_IN params.hcrt_gamma_in +#define HCRT_COLOUR_ACCURATE params.hcrt_colour_accurate \ No newline at end of file diff --git a/bezel/Mega_Bezel/shaders/megatron/include/parameters.h b/bezel/Mega_Bezel/shaders/megatron/include/parameters.h index f72f820..254504d 100644 --- a/bezel/Mega_Bezel/shaders/megatron/include/parameters.h +++ b/bezel/Mega_Bezel/shaders/megatron/include/parameters.h @@ -2,27 +2,26 @@ -#pragma parameter hcrt_title "[ --- SONY MEGATRON COLOUR VIDEO MONITOR --- ]" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_title "[ --- SONY MEGATRON COLOUR VIDEO MONITOR --- ]" 0.0 0.0 0.0001 0.0001 #pragma parameter hcrt_space0 " " 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_support0 " If image is dark, try turning up your TV's brightness" 0.0 0.0 0.0001 0.0001 -// #pragma parameter hcrt_support1 "HDR mode: Set the peak luminance to that of your TV." 0.0 0.0 0.0001 0.0001 -// #pragma parameter hcrt_support2 "Then adjust paper white luminance until it looks right" 0.0 0.0 0.0001 0.0001 -// #pragma parameter hcrt_support3 " " 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_support4 " Default white points for the different colour systems:" 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_support5 " 709: 6500K, PAL: 6500K, NTSC-U: 6500K, NTSC-J: 9300K" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_support0 "If image is dark, try turning up your TV's brightness" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_support1 "HDR mode: Set the peak luminance to that of your TV." 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_support2 "Then adjust paper white luminance until it looks right" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_support3 " " 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_support4 "Default white points for the different colour systems:" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_support5 " 709, PAL & NTSC-U: 6500K, NTSC-J: 9300K" 0.0 0.0 0.0001 0.0001 #pragma parameter hcrt_space1 " " 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_user_settings "[ YOUR DISPLAY'S SETTINGS ]:" 0.0 0.0 0.0001 0.0001 -// #pragma parameter hcrt_hdr " SDR | HDR" 1.0 0.0 1.0 1.0 +#pragma parameter hcrt_user_settings "[ YOUR DISPLAY'S SETTINGS ]:" 0.0 0.0 0.0001 0.0001 +#pragma parameter hcrt_hdr " SDR | HDR" 0.0 0.0 1.0 1.0 #pragma parameter hcrt_colour_accurate " Mask Accurate/Colour Accurate" 1.0 0.0 1.0 1.0 #pragma parameter hcrt_colour_space " Display's Colour Space: r709 | sRGB | DCI-P3" 1.0 0.0 2.0 1.0 -// #pragma parameter hcrt_max_nits " HDR: Display's Peak Luminance" 700.0 0.0 10000.0 10.0 -// #pragma parameter hcrt_paper_white_nits " HDR: Display's Paper White Luminance" 700.0 0.0 10000.0 10.0 -// #pragma parameter hcrt_expand_gamut " HDR: Original/Vivid" 0.0 0.0 1.0 1.0 -#pragma parameter hcrt_lcd_resolution " Display's Resolution: 1080p | 4K | 8K" 1.0 0.0 2.0 1.0 -#pragma parameter hcrt_lcd_subpixel " Display's Subpixel Layout: RGB | RWBG (OLED) | BGR" 0.0 0.0 2.0 1.0 +#pragma parameter hcrt_max_nits " HDR: Display's Peak Luminance" 1000.0 0.0 10000.0 10.0 +#pragma parameter hcrt_paper_white_nits " HDR: Display's Paper White Luminance" 200.0 0.0 10000.0 10.0 +#pragma parameter hcrt_expand_gamut " HDR: Original/Vivid" 0.0 0.0 1.0 1.0 +#pragma parameter hcrt_lcd_resolution " Display's Resolution: 1080p | 4K | 8K" 1.0 0.0 2.0 1.0 +#pragma parameter hcrt_lcd_subpixel " Display's Subpixel Layout: RGB | RWBG (OLED) | BGR" 0.0 0.0 2.0 1.0 #pragma parameter hcrt_space2 " " 0.0 0.0 0.0001 0.0001 -#pragma parameter hcrt_developer_settings "[ CRT SETTINGS ]:" 0.0 0.0 0.0001 0.0001 -//#pragma parameter hcrt_crt_screen_type " Screen Type: APERTURE GRILLE | SHADOW MASK | SLOT MASK" 0.0 0.0 3.0 1.0 +#pragma parameter hcrt_developer_settings "[ CRT SETTINGS ]:" 0.0 0.0 0.0001 0.0001 #pragma parameter hcrt_crt_screen_type " Screen Type: APERTURE GRILLE | SHADOW MASK | SLOT MASK" 0.0 0.0 2.0 1.0 #pragma parameter hcrt_crt_resolution " Resolution: 300TVL | 600TVL | 800TVL | 1000TVL" 1.0 0.0 3.0 1.0 #pragma parameter hcrt_colour_system " Colour System: r709 | PAL | NTSC-U | NTSC-J" 2.0 0.0 3.0 1.0 diff --git a/bezel/Mega_Bezel/shaders/megatron/inverse_tonemap.slang b/bezel/Mega_Bezel/shaders/megatron/inverse_tonemap.slang index e08b393..03d63c3 100644 --- a/bezel/Mega_Bezel/shaders/megatron/inverse_tonemap.slang +++ b/bezel/Mega_Bezel/shaders/megatron/inverse_tonemap.slang @@ -26,8 +26,8 @@ layout(push_constant) uniform Push } params; #pragma parameter Contrast "Contrast" 3.75 0.0 10.0 0.05 -#pragma parameter PaperWhiteNits "Paper White Luminance" 450.0 0.0 10000.0 10.0 -#pragma parameter MaxNits "Peak Luminance" 700.0 0.0 10000.0 10.0 +#pragma parameter PaperWhiteNits "Paper White Luminance" 200.0 0.0 10000.0 10.0 +#pragma parameter MaxNits "Peak Luminance" 1000.0 0.0 10000.0 10.0 #pragma parameter Saturation "Saturation" 0.25 0.0 1.0 0.01 #pragma parameter DisplayGamma "Display Gamma" 2.2 0.0 5.0 0.1 diff --git a/bezel/Mega_Bezel/shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang b/bezel/Mega_Bezel/shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang index 2841d79..0a0b618 100644 --- a/bezel/Mega_Bezel/shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang +++ b/bezel/Mega_Bezel/shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang @@ -14,6 +14,7 @@ layout(std140, set = 0, binding = 0) uniform UBO mat4 MVP; } global; +#pragma parameter HSM_BOXBLUR_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter PS1_BOXBLUR_TITLE "[ --- PS1 BOX BLUR --- ]:" 0 0 0.01 0.01 #pragma parameter PS1_BOX_BLUR_MODE " Box Blur ON" 0.0 0.0 1.0 1.0 #define PS1_BOX_BLUR_MODE params.PS1_BOX_BLUR_MODE diff --git a/bezel/Mega_Bezel/shaders/scalefx/hsm-scalefx.inc b/bezel/Mega_Bezel/shaders/scalefx/hsm-scalefx.inc index 8da1c25..30aaa75 100644 --- a/bezel/Mega_Bezel/shaders/scalefx/hsm-scalefx.inc +++ b/bezel/Mega_Bezel/shaders/scalefx/hsm-scalefx.inc @@ -4,6 +4,7 @@ vec4 HSM_TextureOffset(in sampler2D in_sampler, vec2 in_coord, vec2 pixel_offset return texture(in_sampler, in_coord + uv_offset); } +#pragma parameter HSM_SCALEFX_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_SCALEFX_TITLE "[ --- SMOOTHING - SCALEFX ---- ]:" 0 0 0.01 0.01 #pragma parameter HSM_SCALEFX_ON " ScaleFx ON - Must Increase Core Res Sampling" 0 0 1 1 #define HSM_SCALEFX_ON params.HSM_SCALEFX_ON \ No newline at end of file